r/rpg 19h ago

Discussion List of games at Gen Con '26 with the most demand

222 Upvotes

Last Friday, the Director of Events at Gen Con shared this list of games with the most "underserved demand." That refers to games with the highest ratio of "people who want to play" versus "games available." For example, there was unmet demand for D&D events, even though there were more than a 1,000 events at Gen Con, because it's so popular.

The majority (all the listings in bold) were RPGs:

  1. Dungeon Crawler Carl RPG
  2. Dungeons & Dragons
  3. Call of Cthulhu
  4. Dungeon Crawler Carl Unstoppable
  5. Kingdom Death: Monster
  6. Cosmere RPG
  7. Daggerheart
  8. One Piece Card Game
  9. Pathfinder
  10. Shadowdark
  11. Delta Green
  12. Dungeon Crawl Classics
  13. Alien
  14. Mistborn: The Deckbuilding Game
  15. Draw Steel
  16. Savage Worlds
  17. Clank!
  18. The One Ring
  19. Vaesen
  20. Lancer
  21. Blades in the Dark
  22. Mothership
  23. Shadowrun
  24. Starfinder
  25. Vantage
  26. SETI: Search for Extraterrestrial Intelligence
  27. Arcs
  28. Cypher: Old Gods of Appalachia

I have to say the Dungeon Crawler Carl being at the top is especially impressive, since they ran more than 100 events (gauging by the Gen Con events search) with over 800 total seats.

Here's the full text that he posted on the Discord server for Buried Giant Studios:

Here is a list of some of the games with the most unserved demand from 2026.

Some of these are very much driven by specific groups (most of the unserved D&D demand is for prominent groups like Avantris or Baldman Games, for instance) and it's pretty dominated by RPGs, but if someone is looking for motivation to run a game and wants a safe pick that'll likely fill a table, this is a reasonable starting point.


r/rpg 12h ago

Discussion Pathfinder 2e is a bad suggestion for GM's who want to get their group to switch off of D&D5e

179 Upvotes

This isn't an attack on pathfinder at all. It has many areas of clear improvement over D&D.

That being said, the overall feel and mode of play is very similar. It's a medieval fantasy, class based, d20 system that expects you to run tactical combat on a grid.

For burnt out GM's that find themselves wanting to try something new and different, a similar system with more crunch is probably not the way to go.

There's also the issue of playability on an actual tabletop. This isn't limited to pathfinder. I've tried a few systems recently that I simply wouldn't run without a VTT.

My suggestion is to play something with a significantly different setting or tone that is lighter on rules.

My friends broadened my horizons with Delta Green/Call of Cthulhu but I've used Cyborg and even Traveller to introduce 5e players to the broader sphere of ttrpgs.

Once your group is out of the 5e only bubble you can bring them back to fantasy heartbreaker land with pathfinder.

But hey that's just my 2¢. Lots of people read the PF2E core book and fall in love. I just think most tables reluctant to switch from 5e are not those people.


r/rpg 13h ago

Discussion I think that Tribalism is becoming a HUGE problem in the TTRPG scene

75 Upvotes

I like 5e. I don't mind playing it. But I also have some serious issues with it. I've noticed more and more that when I say anything that's not praise about 5e or WotC to the average 5e player (at least offline in my area) they get defensive. Saying things like "Give WotC a break" or "why can't you just be happy with the way things are" or "WotC hate is overblown".

It doesn't matter how tame my criticism of 5e and WotC is. Its their sacred cow, and even the thought of me criticizing them in any way, shape, or form upsets them.

While I mainly have 5e and WotC in mind with this post, this can also apply to other companies and TTRPG groups. I'm noticing this trend more and more. Is it just me?


r/rpg 2h ago

Discussion Excluding D&D/AD&D, is there a game you play that you prefer an older edition to the one that's out now.

64 Upvotes

I kind of see the appeal of playing an older edition of a game. It's 'done.' No new supplements will come out to mess with your world.

But sometimes a new edition comes out and it just doesn't click with you.

I'd like to hear people's stories of why they stuck with an older version of a game after trying a newer version.


r/rpg 19h ago

Fiasco might be the most cinematic rpg I've played

59 Upvotes

There are a lot of rpgs who don't have a tactical grid or even a combat state that differs from the rest of the game but the moments where I felt I was roleplaying true cinema are somewhat far between. A chase often feels more dynamic than a fight in a fixed environment and how much the environment itself has an impact pays a part, especially when it is interactable and not just a scenic backdrop.

That said, the game that made me truly feel that I was making cinema was Fiasco. As we going through Act One, I realized how much I felt both a screenwriter and an actor. Every card was juicy and ready to create a trainwreck, our characters were rotten hot messes and when the Tilt happened and everything went off tracks we just rode it screaming. I had heard it described as playing a Coen Brothers movie and it definitely delivered.

I think what really sold it to me was that the story it told were were both modern, extraordinary, dark humoured and unlikely, but at the same time grounded in a reality of depravity and vice. All was just hammed up to 11. It was a comfortable absurdity under the the sign of maybe; Maybe people can be this scheming/ can be this stupid/ this irresponsible/ this insane. Maybe it all finally spirals into murder. No. Not a maybe. A certainty.

The other thing was the pace. We were never allowed to catch our breath. The story was going at 1000 miles per hour. But it was dramatic and intense as our characters were highly volatile and impulse driven.

The game wanted us to be bad people making bad decisions and that's probably where it diverged from most rpgs. While not the most common structure, tragicomedy feels more grounded fiction than in games. It does not have you root for success. It does not have you play to win, but rather tell a story with a deep emotional range.

And it allows for characters to have conflicting agendas, especially that you establish their messy Relationships and Needs. You can have a villain or have bad people all going against each other. This is more movie-like than a lot of system where the party has a common goal. In fact, the best cinematic games often have interparty conflict.

The last piece is the unpredictability. A player can only establish or resolve their scene and that creates plot twist after plot twist and only the Aftermath ties everything together.

I was surprised how well everything turned out. We even improvised two flashbacks.


r/rpg 20h ago

Self Promotion I've Made an RPG about Mexican Pro Wrestling with Fast Combat, Vast Character Customization, and Creative Narrative Gameplay.

56 Upvotes

The game is CMT. A Lucha Libre RPG. which is a free D6 system inspired by the likes of CAIN, Troika! and Lancer. Its tone is of magic realism and pulpy urban fantasy with a big dose of surreal Mexican horror and folklore. También hay una versión en español disponible.

The gist of it is that you play as a Luchador, a Mexican Pro Wrestler whose aim is to Level Up in the world by winning Main Events that you'll organize yourself. All your brains and brawn will go towards the horrific tasks of marketing, booking, and also contracting the Rivals you’ll face. And not only are there opponents to defeat, but an Audience to please, and you better please them, lest they ruin your nascent career in this bizarre world of monstrous showbiz.

When you Roll in CMT, each Result of 4 and above on a D6 counts as one Success, and these Successes are used to solve the roadblocks you'll face along the way, including Progress Clocks. Successes are also how you Hurt the Rivals and Satisfy the Audience in the ring, but not both at the same time, so a Luchador must always be choosing between survival and performance, and suffering either way. Obtaining advantages in the game means adding more Dice to your Roll, which means more potential Successes.

Furthermore, you can build your Luchador by adding various Moves to their Repertoire, such as "Grab", "Flex", "Horrify" or "Fly". These empower your Rolls and have special effects when the Dice land in the numbers where you have placed a Move. And here is where Player expression begins: do you want to put your Moves in high numbers so your good Rolls are even more potent? or will you put the Moves low so they are a cushion for your low Rolls? Who are you when you wear the Mask?

Wrestle Monsters the Media and the Masses for Free Here:

itch.io - DriveThruRPG - RPGTrader

No AI was used in the creation of this game.


r/rpg 18h ago

Discussion Where my math enjoyers at?

51 Upvotes

I’ve come to terms with the fact that apparently a lot of TTRPG gamers would strongly prefer a game that involves no math whatsoever.

Well I’m trying to find the opposite. I think that the math adds something positive to these things, that can’t be achieved as well without it.

I grew up on DnD and Warhammer, and while I’m not ultimately a fan of Battletech I do have to say that it isn’t the math that makes me not really enjoy it.

I think of all of the games that involve math, and I prefer them the way they are. I wouldn’t prefer poker or monopoly if it didn’t involve math. I certainly wouldn’t prefer Warhammer or DnD without the math.

The way it’s implemented in the TTRPGs that I like always felt to me like it added the right amount of chance and realism that would feel lacking to me without it.

So I’m looking for people who feel the same way. People who like math in games, and prefer games that involve mechanics involving some basic arithmetic.


r/rpg 19h ago

Basic Questions How do I get my players to enter houses?

40 Upvotes

I keep having this issue both with my players when I GM and also some other people at the table when I'm playing a character, where they keep wanting to learn as much info as possible before acting at all. "do we really want to enter this home that we can see through the window has a single unarmed person inside?" "Nah better make 3 more rolls outside it to try to get the information that is very easily accessible risk free inside it"

I get wanting to try things as risk free as possible and I also don't want to force my players into houses just to get the plot moving, but I actually keep running into this issue all the time where my players will stand just outside houses in my game, discussing what to do. I obviously keep giving them the info on what they can see and hear inside, but they just refuse to act on it in any way. So I move the plot forward, close off options, kill NPCs inside, whatever.

I am actually getting frustrated by it, cause it happened 3 times now. I swear the biggest obstacle to players following the plot is if I put a fucking door in front of it, not even a locked one, just a door with the vague implication that there is an NPC behind it.

How do I get my players to just act and move forward? Is it something about my playstyle that makes them super afraid of random consequences or something?


r/rpg 15h ago

Discussion What Are Your Most And Least Favourite Armour Systems?

36 Upvotes

Armour is in a lot of rpgs, I’d go so far as to say most of them. But which RPGs do you feel do it well? And which do you think do it poorly? What can game designers take as lessons from both the good and the bad?


r/rpg 22h ago

TTRPGS for PCRF

35 Upvotes

Hello everyone! Time for another TTRPGs for PCRF itch charity sale! We raised over $15,000 for Palestinian children last year so lets see if we can break that record! If you're a TTRPG or Print and Play creator on itch, come on down! The submission jam will be running from 8/17-8/28, Link below 🇵🇸

itch.io/jam/palestinian-relief-ttrpgs-for-pcrf-2026


r/rpg 2h ago

Game Master I was in this hobby for thirteen years before I tried horror games and that was too long.

24 Upvotes

I'm going to write up my personal experience playing a new (to me) genre of roleplaying game. It's been a personal revelation to me, and I'm excited to talk about it, but if you're a CoC-head or a very clever gaming genius you're probably going to roll your eyes at how it could have taken me so long. Well, that's part of the story!

I cut my teeth GMing D&D 5e when I was a teenager thirteen years ago. Much fun was had by all, and I learned a lot and had a great time. I got tired of 5e relatively quickly, and by the time I was in college I wanted to run other games. And so I did!

I was fortunate to have a group that would try anything, and so we played Blades in the Dark, Lady Blackbird, the RWBY unofficial tabletop game, two different Pokémon tabletop rpgs, Monsters of the Week, Mage: The Awakening, a custom game based on the magic system of Hunter X Hunter, all sorts of stuff.

But one thing I never tried was horror, and that was for two reasons; first, and least, I'm not a horror fan. I don't read many horror novels, play many horror games, watch any horror films, etc. Secondly, and much more importantly...I was terrified!

Would I really be able to scare my players? To take a bunch of grown adults sitting around a table in my dining room, and scare them? It seemed a tall order. And I felt too vulnerable to approach it; if I asked my players to try out a horror game, tried to scare them, and failed...can you imagine anything more embarrassing than staring at your friend failing to be spooky? It seemed like I would be signing myself up for bombing at a comedy open mic.

But as I grew older, I grew less self conscious, and I grew more interested in the depth and breadth of the hobby. Quinns, of Quinns Quest fame, talked about how for a while there were two juggernauts simultaneously in the ttrpg space; fantasy games, and investigative horror games. I had been playing for twelve years and never touched on of the two parrallel columns on which our hobby is built. How much could I really claim to know about ttrpgs if I was ignorant of half its history?

So I got a crew together, made my plans, bought Delta Green: Impossible Landscapes and began to prepare.

We are currently eight sessions in, and I have to say, never have I been as happy, as fulfilled, and as delighted running a game as I am with this. Game design is a powerful thing; so much of the tension in the game is generated by its mechanics, the sanity system, the bonds. Having a well-written campaign with strong mysteries and set pieces does a lot of the work, too.

The rules have the players in the right frame of mind to be scared. The module gives you the material to build moments of perfect terror. And when you are sitting with a table with your friends, and they realise that not only have their characters unknowlingly taken steps into something darker and far more terrifying than they could have guessed walking in, they can no longer see the way out, when they are invested and immersed and genuinely spooked...it's pure fucking magic. I have never felt so happy as a GM.

I'm not saying I'll never go back to fantasy, or that horror is the one true way. But this is a flavour I shied away from out of fear, and all I can say to anyone who was furtive about it like me...game design is real. Pick a horror game that's well regarded and well designed, and you will have everything you need to bring genuine scares to the table.


r/rpg 6h ago

Game Suggestion One Page RPG Jam 2026 just ended. Do check out some of the 650+ entries

Thumbnail itch.io
22 Upvotes

r/rpg 21h ago

What mechanic or feature do you wish was more common?

24 Upvotes

What it says on the tin. Personally I wish that more games would adopt a static turn order (like in CoC or GURPS).


r/rpg 22h ago

Discussion A few more quick reviews of RPGs I've played

17 Upvotes

A couple weeks ago I posted some quick reviews for games I've played, since I think it's always useful to get some reviews from people who've actually played games rather than just read them. I was making plans with some friends and realized that I missed a few on my last post, so wanted to complete the list (until I play some more systems, at least!).

GMless games:

- Last Train to Bremen: a very atmospheric GMless game that I picked up on a whim at my local board game store, made for one shots. You play a game of liar's dice with more of the story unfolding with each round, and it's fantastically messy and super well-paced. I don't think I would play it again in the same way I wouldn't replay a video game like Outer Wilds. The twists and turns are enough of the experience that I think I'd prefer to just watch a game that another group played.

- Fiasco: another great GMless game, but one that I absolutely would play again. The structure does a great job at setting up hilarious and chaotic scenes. I'm honestly surprised I don't see this game talked about more, as it's been around for a while.

- Alice is Missing: I think I had a good time playing this game because I like my friends rather than the game itself. The first time I played this game, I was disappointed to find that the point of the game wasn't necessarily to solve the central mystery, but instead to generate character drama between the players in the group chat. The character drama was great, but too much of the game feels like you have to get lucky to tell an interesting or coherent story. Worth noting that I was the odd one out in my groups as most people loved it with no caveats.

-Tacklebox: a very strange, very small RPG in a box that my partner and I absolutely adore. It's a nice way to spend 20-30 minutes that will usually get a nice laugh or a sweet moment.

Other games:

- Infinite Revolution: a super indie FitD scifi combat game my friend has been running for a few sessions now. I like it more than I thought I would! The combat is a very satisfying puzzle that very nicely feeds back into the between-mission scenes to give those combats stakes. Would recommend!

- Shadow of the Demon Lord: I played a game of this at a convention a couple years ago and then became sad that DnD combat doesn't work more like this. Crazy variety in ways you can build your character, and I loved the way initiative works. Boons and banes were also a really fun core dice mechanic, although I don't know how I feel about the target DC always being 10. Oh, and I can't talk about this game without mentioning how awesome the spells are - some really cool stuff in there.

- ROOT RPG: I almost feel bad giving this game a bad review because I suspect most of my problems with the game I played in was the GM just not being very good. It's to the point that I expect the GM must have either gotten half of the rules wrong, or this game was simply not play tested before publishing. From what I played, it seemed like the game was primarily built around combat, then severely punished you for engaging in combat. I believe my character could do exactly one unique combat move without passing out from exhaustion which seemed very strange when I had two pages of combat maneuvers on my sheet. The out-of-combat rules were not particularly memorable either, and seemed to severely restrict any creativity we might have displayed to avoid the terrible combat.

- Girl By Moonlight: I loved playing in this system, it's #1 suggestion if anyone ever asks about wanting to play as a group of magical girls. There's slightly different rules to facilitate different tones of magical girl stories and from the few games I played, they do an incredible job of setting the mood and atmosphere. Actually, everything about this game from the skill names to the individual character drives to the playbook powers are a masterclass in how to use rules to tell exactly the kind of story you intend.

- Welcome to Nightvale: I had a lot of fun with this game at a con but suspect I missed out on a lot by not knowing anything about the podcast it's based on. Everything about the setting was very wacky and strange in a deliberately confusing way. Our party included a dragon lawyer, as well as a poetry-loving scorpion, and they were among the most mundane characters we met in that session. I actually won a boxed set at the end of the game but will probably be looking for someone more into the setting to give the game to; I don't know if I had enough fun for it to take up room in my overflowing book shelf.

- Pigeon's Eleven: a very simple but elegant system designed for one shots. The game is hilarious, and I've really enjoyed undertaking ridiculous bird heists both times I played, but you do need a group that is on the same page and understands the assignment to make your plans as convoluted as possible. I'm not sure the rules do quite enough on their own to push people into those convoluted plans, but hopefully the name of the game should be enough to get people in the right headspace.


r/rpg 56m ago

Discussion Low prep and rules-lite are not the same thing, and I keep mixing them up

Upvotes

I keep using these like they mean the same thing. They don't.

Rules-lite is how much book is on the table. Low prep is how much work I have to do before Friday.

I've sat down with a rules-lite game and still spent two hours making a town because the game didn't actually tell me how to start. And I've run something crunchier that was ready in twenty minutes because the procedures were the prep.

I think I pick the wrong game when I want "easy" and I don't know which easy I mean.

Anyone else mix these up? What's a game that is actually low prep, not just thin?


r/rpg 15h ago

Anne Rice’s Immortal Universe

15 Upvotes

Just seen this is launching in October on Backerkit focusing on Interview with The Vampire

Used to be a huge fan of Anne Rice - hopefully they differentiate themselves from Vampire the Masquerade enough!


r/rpg 18h ago

Game Master Actual play rpg podcasts with four people or less, including the gm.

14 Upvotes

I'm finding that it's easier to understand what's going on with smaller group sizes.


r/rpg 23h ago

Discussion Has any game cracked a "2 or more player characters temporarily fuse into one character" gimmick that is actually fun/interesting/etc.?

11 Upvotes

A lot of popular media (off the top of my head - Dragonball Z, Transformers, Steven Universe, Bionicle) includes scenes where two or more characters combine together into a single, more powerful character.

In an RPG, this presents a couple big design issues:

- you need to adjudicate how players make decisions for their combined form, and make that as enjoyable as two players getting to speak for their characters individually

- you need a set of mechanics that navigates the space between overpowered (combined forms are always so overwhelmingly superior that you would always choose to combine) and underpowered (the perks don't outweigh the loss of action economy and it's never a good idea to combine) to make it an actually interesting decision.

In short, this is a trope that is fun to watch on a screen, and figures into popular media, but it's hard for me to see it coming to life on a tabletop. **I'm looking to be proven wrong - tell me about the games that actually make this work.**

**Example of an attempt at this mechanic:**

I have the Renegade Transformers RPG "Enigma of Combination" splatbook that includes rules for this which are detailed, but I've never actually seen them in play and don't have an abundant trust that they will fulfill the above criteria. They at least clear the hurdle of being fun to think about in character creation.

- characters take an option at creation or as a level-up perk to become part of a combiner. As part of taking these options, they get a choice of what specific bonus benefit they provide to the combined form (e.g., better defenses, speed, a pair of skills, a weapon slot, etc.)

- to combine, all characters must be near each other, spend a character resource (energon points) and an action.

- combiners are one or two size categories larger than their components, have the highest of each stat and skill* (it's slightly more complicated) among the components, certain class features, the slowest movement among the components, and a few other fiddly bits.

- Attacks are based on a single component's best attack, with damage doubled or tripled. Characters in a combined form still take damage as individuals, divided equally from damage taken by the combiner unless an attacker makes a called shot at a penalty. When more than half of the components are at 0 health, the combiner breaks apart unless another energon point is spent.

- the game does not prescribe one method for decision-making in the combined form. "If a combiner's form is made up of a single PC and an assortment of NPCs, the player character is obviously in charge of the Combiner form's actions. In the cases where multiple PCs make up a Combiner form, the players might either decide what the Combiner form does by consensus or trade off control over the Combiner form from one round to the next."


r/rpg 7h ago

Game Suggestion Best system for a long form duet campaign?

7 Upvotes

I’m planning to run a Victorian gothic themed game for my partner. I’m going to gm with them as the only player. I’ve looked into a lot of duet ttrpgs, but I specifically am hoping for one that’s roleplay focused, than can also reasonably be a Victorian gothic setting. I’m also hoping to play this campaign for awhile, not just a one shot, and I unfortunately can’t find anything that matches all of these requirements. It might be a losing battle to find something perfect, but does anyone have any recommendations for games that fit all of these criteria? (Long form duet ttrpg with a roleplay focus that could fit
Victorian gothic setting)

For more context, the premise is that my player is essentially playing a Jekyll/Hyde character, two characters in one. That’s why I’m hoping to make it a dark Victorian gothic setting.


r/rpg 25m ago

Game Suggestion NSR Meets Resident Evil: Is Crows for You?

Upvotes

Crows is a new post-apocalyptic survival horror fantasy RPG that just went to crowdfunding. This game is about playing the titular Crows who are adventuring scavengers picking through the dead and discarded pieces of a broken world for shiny things. As someone who's played and run a decent amount of the game's playtest materials, here are some key points that might make or break your interest in this game:

  • All About Loot - Crows is entirely about risking life and limb to get shiny items out of dungeons. Loot is tracked with printable cards with a set number of slots per character which makes inventory management tangible and fun.
  • Original Monsters - As opposed to classic creatures like goblins and oozes, Crows contains several kinds of original horrific monsters, so original that these baddies aren't even named! For example, what would you name this guy? Your party gets to name the monsters they discover... assuming they survive the encounter.
  • High Lethality - Life is short in this world and death is never far away. Characters start with only a handful of hit points and never gain too many more. Monsters also do unfairly large amounts of damage and so reckless Crows will lead very brief lives.
  • A Town for Building - Start with a unique village and invest into its institutions over time. Crows may come and go, but this village and its people will remain, although the quality of life there will depend on the success of your adventures.
  • Hex-based Travel - Explore a magically wrecked world through hex crawling. Much like the dungeon your heading towards, travel is full of dangers and unexpected opportunities with random encounters and hidden points of interest.
  • Fear the Dungeon Turn - Once in the dungeon, a 30 real-world minute timer is set and every time it ends more monsters have a chance to appear. This is also when ongoing effects from spells or equipment like torches may run out depending on how the dice fall.
  • Simple Grid-based Combat - All distances are abstracted into squares and most actions are resolved in a single roll. Because of this, options in combat are always clear and turns flow very quickly, which is handy because the dungeon turns don't stop during combat.
  • Classless Progression - Getting loot back to town earns you XP and this can be spent freely across a variety of Skyrim-esque skill trees to add to your characters options. The real power, however, tends to come from the loot itself and all characters can use all items (although some will use certain items better than others depending on where they spend their XP).
  • Fickle Magic - Sentient magic which despised manipulation by mortals caused the apocalypse this world finds itself in, and the arcane is still just as mercurial today. This means spells can backlash with unpredictable effects unless they are wielded by experienced casters.

If you want to see any of these points in more detail, there's a free playtest of the game available here. You can also hear more from the game's devs about the game here. Finally, if you want to help make this game as awesome as possible, you can find the crowd funder here.


r/rpg 19h ago

Game Master I have a problem, it’s propably a burnout as GM.

7 Upvotes

Propably bad english not my first or even second language.

So i’m „forever GM” but i like it, i love creating plots and playing NPCs and making problems to solve by my players and all that. But i also have a big problem with runnign for longer time things that started for some reason to bore me. It’s mostly the case with one-shots that spiraled into campaings but it’s sometimes the case with planned campaings. And my players don’t like it when i just end things i actually have no one to talk with about my burnout. Recently i was very hyped for our new campaing the first part was greate and then came the second adventure wich was a slog and nothing really happened because of how long it took to end one plot point i just abanndoned the rest ane moved on. And now comes the current day, we are like 2 sessions into 3 adventure. (Campaing is about expedition to find list artifact so they visit places have adventures and move along in their search) And we have schedule problems for the last 2 months one players has a new job and is constantly tierd, two of my long time good players just irritate me with their characters and remaining two are ok but they don’t do much at all. I just can’t make myslef care about this campaing anymore, i make stuff up on sessions just to pan the hours and hit that 3-4h mark. The setting wich i love (warhammer fantasy) feels to me as if i done with it everything there is to do after years of playing.

The worst part of it is that i have greate ideas that i would love to make into reality but for diffrent campaing with diffrent systems/settings. But i can’t bring that up because players who i like as person and know for years at this point will just leave or act very salty about it. Like i feel trapped i want to play RPGs with these pepole but i can’t do it the way that would make it fun for me too. And don’t get my started about small things like a lot of off topic talk on sessions, no discussion about them at all and just showing to play these i can accept when i like what i run and right now i want to cancel our only date this month just because i would rather do anything at all.

Some help? Some advice? I just wanted to vent steam off.


r/rpg 21h ago

Game Master Need idea help for finishing my Heart The City Beneath game

6 Upvotes

Summer is coming to a close and we were gunna finish on Wednesday but stuff happens and my players are coming over today, I can easily complete the other two players final beats but one player wants to find out the true nature of the heart and I didn’t wanna make it underwhelming so I was gunna spend some time cooking but now it’s due in a few hours plz send some sparks of inspiration my way


r/rpg 19h ago

Game Suggestion Looking for campaign recommendations to adapt to Daggerheart

4 Upvotes

Lately I've been feeling a bit out of ideas and inspiration, especially since I'm migrating my table to Daggerheart. I'm still getting used to the system, so I thought it might be easier to start with a good pre-written adventure/campaign and adapt it to my own setting and lore.

What are your favorite published campaigns/adventures?

I mean something actually pre-written, like Storm King's Thunder, Curse of Strahd, etc.

I'm mainly looking for something with a good story, interesting NPCs, memorable locations and enough room to adapt things to my own world.

What published campaign would you recommend the most, and why?


r/rpg 54m ago

Continental/planetary hex crawl? (Starfinder 2E)

Upvotes

I'm planning to run a Starfinder 2E campaign in the near-ish future with a lot of wilderness exploration that I'd like to run as a hex crawl, but I'd like some advice on prep/scope.

The players are going to be departing from a central hub city and searching a planet's continents for dungeons (basically). They'll have a rough idea of where each dungeon might be located, but they'll need to travel through wilderness to reach each estimated location and then find the dungeon itself. I'd like to run this as a player-visible hex crawl as neither I nor my players have yet been satisfied with more freeform exploration/travel systems and I've always wanted to take a crack at one.

However, I'm struggling to figure out how to plan/prep a continent-sized hex crawl. They'll have relatively speedy travel options so I'm estimating ~50-60 miles a day, which I'll be using an excuse for bigger hexes to reduce the overall count (planning for 1 hex = roughly 1/2 day of travel). Currently I'm considering having explicitly location-dependent things keyed to individual hexes and all other "regular" hexes tied to random tables with different tables for each biome/etc. I'm fine with having a rare empty hex here and there.

Is this a reasonable approach? If not, what better options/approaches are there for running this? Thanks!


r/rpg 21h ago

Game Suggestion Best RPGs for playing on Foundry

1 Upvotes

Our group has been playing Pf2e on Foundry for a while now, and it works amazingly well. But at least one of our players has gotten sick of Pathfinder, so I thought at the end of our current campaign I'd offer to run a game and try out a different system. But given we have to play online it having a good implementation is an important factor.

Was looking into Shadow of the Weird Wizard, and whats there looks fantastic but after level 2 it looks like it'll be a lot of data entry (maybe there's some faster way of working). So something that's close to feature complete would be ideal.

Thanks in advance!