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Iron Legacy is a thrilling one-shot adventure that plunges your party into the heart of this forgotten dwarven facility. As you unravel the mysteries of the Crimsonite, you'll confront powerful machines, navigate treacherous traps, and face the twisted ambitions of a once-brilliant mind gone mad. Can your group put an end to his schemes before the constructs march on the surface world?
This one-shot serves as a demo and prologue to the larger, sprawling adventure Hell’s Connection. In Iron Legacy, you’ll get a taste of the vast, interconnected narrative and the deadly secrets that await in the full adventure. Are you ready to shape the future—or be crushed beneath the iron grip of a forgotten past?
Key Features:
Prepare to dive into a world where science and sorcery collide in Hell’s Connection: Iron Legacy, the beginning of a legacy that might just destroy it all.
Download for free at: https://www.drivethrurpg.com/en/product/499588/hell-s-connection-iron-legacy
Hello, I saw on a founding platform a mecha ttrpg some time ago, which was probably made of two manuals, or the name was made of two words. It was really dark, like fighting in mechas at the edge of space to survive extinction. I cannot find it any more since I don’t remember the name. I wanted to know if the pladge was successful or not. Can someone help?
I was disappointed to find the official power rangers RPG was so badly received, then I found Henshin! But I want to know what people who played it have to say about it
I was disappointed to find the official power rangers RPG was so badly received, then I found Henshin! But I want to know what people who played it have to say about it
Hello, I'm thinking about running Ten Candles for my group this weekend for our yearly spoopy Halloween Oneshot (TM).
I've read, though, that Ten Candles games last about 2 or 3 hours. Usually we play for more, so I was trying to come up with a way to make the session a little longer, like maybe 5 hours?
My idea was this: let everyone write 2 virtues and 2 vices. Keep one of each, and pass one of each to the player to their left. In this way, they will not only have more reroll opportunities (making the candles last longer, hopefully), but also they get to keep one virtue and one vice from the ones they've written themselves, making their characters feel more "personal" while getting inputs from the other players (they still pass 1 and 1).
Thoughts? Any other way I could make the game last longer? I guess I could just add candles but I've read the game goes exponentially faster the more candles you burn, and Im afraid having like 15 candles will make the game incredibly easy at the start with a 15 dice pool.
Thanks in advance for the responses!
I was recently asked what I wanted to do for my 30th birthday, and an idea started to form: what if I get some friends together for a weekend where we all play a bunch of one-shots? I would like it to be flexible, with two or three tables where different groups can play short sessions and everyone has a chance to play or DM.
The idea was to have a sort of "west marches" setting. Everyone would have a character that gets together in a hub-world, where little groups can form to go on individual quests. I'm not stuck on a setting or system yet, but am looking for an easy system to play and especially an easy way for a fledgling DM to slap an adventure together and run it without a huge barrier of entry. A fun but not-too-complicated progression system would be a nice bonus.
Any suggestions for a game or supplement that would fit this bill? I was looking at Cairn for the core rules, but it would need an extra adventure generator or something on the DM-side. I usually run PbtA games, so Dungeon World might be a default option...
Shadowdark has a real time one-hour torch timer. When it runs out your torch goes out.
Index Card RPG uses more traditional timers (by round etc), but uses tham a lot to keep the pace moving, whether you're in combat, exploration, social situations, or downtime. The general model is that the PCs are trying to complete tasks (short and long), against the timers which either bring about the fail-state, or just make things worse.
What would a game look like if you used, say, 15-minute real-timers for lots of situations, as in ICRPG?
E.g. in combat, a 15-minute timer that indicates when the monster can do its special attack?
Or when trying to persuade the wizard lord to allow access to his library, the timer represents the point at which he's heard enough and says 'no'.
Is this madness? Too much GM work? Anxiety inducing? Or a useful tool?
Hi folks! This right here is going to be one of my final campaign posts for the Curseborne RPG, with great thanks to the moderators for allowing us to post milestones like this.
For anyone who doesn't know, Curseborne is the new urban horror RPG by Onyx Path Publishing, the company responsible for the 20th Anniversary Edition World of Darkness lines, the Chronicles of Darkness games, and several critically acclaimed V5 books. Now we're making our own horror game, and I'm pleased to say it's been incredibly well received, now sitting at over 500% of its funding total and still smashing through stretch goals.
In Curseborne you play one of the Accursed: everything from a soul-devouring Vorare (Shang Tsung meets the True Knot) to a wide-eyeballed Spawn of Vodník (Deep Ones meet Resident Evil: Village), trickster Faustian (demon at the crossroads meets cursed genie) to terrifying Poltergeist (DC's Scarecrow meets Freddie Krueger), infernal pact-forging Reeves (blood druids meet necromancers ) to blood-bathing Báthorites (the clue's in the name here), among many, many more.
Your characters seek out the mysteries of the Accursed world, play your games of family politics and intrigue, seek ways of mitigating their curses while spreading others, explore bizarre and terrifying liminal spaces, and make deals with alien and cunning entities. You defend your loves ones while empowering yourself, but must balance one with the other. When things go bad, it's the innocents who suffer, and you're the ones left to pick up the pieces.
Curseborne takes inspiration from many sources, not limited to Stephen King, David Lynch, and Mike Flanagan. The authors on this one took ideas from all over the place, and it will be interesting to see where people identify familiar DNA in this game.
Curseborne uses the Storypath Ultra system (D10 dice pool, 8s, 9s, and 10s are hits), which also appears in The World Below and At the Gates RPGs. The entire manuscript is available to anyone who backs the Kickstarter at $5 or higher, so there's no reason to not check out the text and decide whether the game is for you.
What's more, Curseborne isn't going to end at a single core book. We have a whole raft of books lined up, delving deeper into the Accursed world, the Lineages you can play as, providing scenarios and fiction, among many other avenues.
You can back the Kickstarter for the PDF only, for a physical copy, for a rare deluxe copy with a slipcase, you can add the ivory/bone-coloured dice, a Storyguide screen, and a lot more. There are many options still available, including some at a premium tier, so please give the campaign your consideration.
I wanted to give the people in this subreddit a massive thank you for your support. To those of you who were fans of our WoD and CofD books, thank you, and thank you again for checking out our new game. I hope the fresh setting, array of playable options, and new tone really scratch an itch current games do not. We're always grateful to the established fanbase, and promise a game filled with lore, powers, and explorations of horror.
To those of you who don't know who we are, then thank you in advance for giving Curseborne a look and a fair shake! Attracting new players is just as important as retaining established ones.
It's the home stretch, so if you have any questions, now's a good time to ask them! I'll reply to anything I can, so feel free to post here. And once again, thank you for your consideration.
Happy gaming and have a great week!
Hello,
I recently bought The Stalker RPG and I'm planning sandbox campaign with journey into the unkown Zone. We'll be playing online campaign. I'm looking for website/tool to add pins to a map, so they can map the terrain, add interesting pins which will be hidden until they discover some place etc. For now I heard about Kanka.io from reddit. I also heard about the idea of creating maps as flowchart, but I think that the map from the book is too good looking not to use. Link to the map is below.
Hey folks! I am currently in Tokyo and am hunting for dracurouge. It is not at the usual yellow Submarine in Akihabara. Any suggestions where else to grab it. I reaaaaaaly want the book.
Im a newbie in Trudvang
For me, the first that comes to mind is found in anything from the PbTA family, or games derived from it. I find the use of the term “Move” to be kinda silly for many of the things it gets used for. And my least favourite terms of all in there? “Hits”, or “Strong Hits” and “Weak Hits”, for, you guessed it, situations that have nothing to do with hitting anything.. or whatever else could even make any sense at all there.
Both of those come across as really awkward and jarring.
What are yours?
Hello, I'm working on my GURPS TTRPG and need some help. I’m considering a great progenitor race that created or helped develop every other race. I need assistance coming up with names; their names will be titles, such as "Wanderer" or "Drifter." They could have multiple title names, like "Hunter" and "The Great Hunter," which would be two different beings. Does anyone have ideas or suggestions for more names? Many thanks!
What it says on the tin. I don’t branch out into different ttrpg systems outside of D&D, but I want to run a game for someone with the sort of gothic/victorian horror feel. Bonus points for dark fantasy too.
I am working on a homebrew setting, and I am trying to recapture / recreate the experience of players discovering the world at the same time their characters do.
In support of this, I am looking for a monster book full of new ideas they haven't seen before.
13 new kinds of golems just doesnt create that same sense of "What the Hell is that thing?!?" that I am hoping for...
Note: I bought Skerples' book earlier tonight, but I havent had a chance to dig into it yet.
So, I'm coming from a Heroclix background (too min/max, not comic accurate dials) and I've tried Marvel Crisis Protocol. I think the combat dice are wonky, it's too objective based and I don't like the combat abilities. That game seems too "gamey"
I've recently dabbled in the new(ish) Marvel Multiverse rpg. I like it at a glance, but after playing a couple test games, I'm not sold on it. It also seems very "gamey" The "marvel" dice is what determine damage. I love the variety of powers and I can see once you learn the combat system a game would play pretty fast.
The rank system seems....off. I think it works for low level heroes and villains, but the real powerhouses don't seem that powerful. Maybe I haven't given it enough time.
I've read that Champions offers the most accurate skirmish combat, which is what I'm looking for. However, it seems pretty complicated. I just want to know how combat works. I don't care about the other parts of any rule book.
I haven't seen much online showing examples of Champions combat. I know there are quite a few Marvel and DC character writeups, but so many of them are old and from various editions of the game. I feel like I'd have to recreate damn near all the characters from scratch.
With the Marvel RPG, almost every Marvel main character has a write up and about half of the DC characters have write ups.
Anyways, rambling done!
Anyone care to tell me I should stick with the Marvel game? Or maybe I really need to take a hard look at Champions? Or, maybe there is another rule set I should look at?
Thanks for reading.
From the World of Darkness to Faerun to Golarion to The Galaxy Far Far Away - there’s a lot of options.
Which one is the best to you personally?
TTRPG solo game devs that have been doing the entire game building process alone, how do you all manage the burnout?
Was just seeing a post here about settings that are underrepresented in tactical combat games and a user responded with gunpowder to WW1. Which reignited my interest and wanted to ask a question here about what games are out there currently for a Weird War setting? Things like eldritch horrors, dieselpunk machinery, or magic in the WWI or WWII theaters of war. Bonus points if it is grid based tactical combat but I'm really just curious at all options.
Games I know or own:
Never Going Home (looking for exactly this vibe)
Farewell to Arms Redux
Actung! Cthulhu
Eat the Reich
Hey everyone. So i been dming on stream every once on a while. i do focus on games that aren't D&D since i feel like that market is overflowing and i wanna give attention to other titles. but i wanted to know your experiences with such things, do you enjoy them? do you like to have audience participation or to take a backseat to the game? which shows ya watching now a days? which games you'd love to see a stream off?
Hey RPG enthusiasts!
I’m brand new to the world of tabletop RPGs, and I’m super excited to dive in. However, as someone who’s never played, I don’t want to be that person who holds up the group or throws everyone off with my newbie-ness. I’d love to be a solid teammate, not a drag on the experience!
So, for all you experienced players and GMs out there:
1. What should I read up on or practice to make sure I’m prepared for my first game? Are there specific rules, etiquette, or game mechanics I should focus on?
2. Any tips on finding online groups that welcome total beginners to play their first game? I’m not looking for specific game invites here (promise!), just curious about where to look and what to look for to find beginner-friendly games and communities. Is there such a thing as a rpg trainer that gets all us newbies together for our first game?
And if there’s any other advice for a first-timer eager to learn, I’m all ears! Thanks so much in advance—any guidance is greatly appreciated, and I hope to be rolling dice alongside some of you one day soon!
Cheers and happy adventuring!
Campaign settings? Additional classes and races? Lore exploration?
Personally I quite like supplements that add more monsters and items, things that I find take quite a bit of effort for me to design and balance on my own, so I like the security of options that are at least generally balanced, as they save me from stressing over an item giving a +3 bonus is fine or too much.
So a heaven and hell based musical dramedy where the players are demons or angels - with raunchy humour, pathos, character development, emotional growth and the occasional incredible fucking action scenes.
Thoughts?
So far I'm using Paint .net to make my character sheets, so far both my attempts have been too small despite me designing them to fit perfectly on letter paper, If I blow up my sizes too big I run out of space or have issues with print cut off. Does anyone have any fixes to this? The best thing would be to find a software actually designed for doing this kind of stuff, but so far I've had no luck. The most I could find was NBOS Character Sheet Designer and to be honest, while I love NBOS software, a lot of it kind of sucks. Especially that Character Sheet Designer. Anyone got any tips or have any assistance to give?
I'm trying to create a system where I can learn a new game or prepare a published scenario. I found that by playing the game myself I'm able to learn the game at my own pace with less pressure.
My current method is to create 5 characters in that system and create a "basic" table of actions. Like hide, search, stealth, run, attack, strategize, off the wall, the absolute worst possible thing and a few others. The things I've seen my players do. I'm not looking for everything player does just the basic things.
I am sure I'm missing some. My goal in this is to make sure I'm running the game right and I'm not railroading. I am also weak a describing rooms and situations to give the players the information they need to make proper decisions.
What I have been doing is rolling a dice for each character to see what they want to do. It stimulates the question that players have. Like 2 players want to hide. One wants search and one wants to do something off the wall.
What I'm asking about is the typical things your players do. Right now I have about 10 things. couple more more would be great.
Exactly what I said in the title. I'm looking for TTRPGs that have MMO-like loot. Meaning a loot table (by drop chance in percentage) for monsters or monster types with specific items that could potentially drop from defeating that said monster. Not separate loot tables like most OSR or D&D-related games.
This page from the Ragnarok Database can paint the picture well enough!
Any of you cross paths with a game like this before?
First time DMing and dipping my toes in the water with a Halloween oneshot. I'm struggling to come up with some fun puzzles for my two players (one who is my usual DM and the other who is a player). I'm remodeling a used dollhouse into the board(s), so I'm limited with space unless I make entirely new buildings. The entire oneshot is supposed to be a silly goofy time overall.
Premise of the house is that it's a kid's idea of a haunted house, and this kid has created a magical haunted house that traps people in it until their over some their three trials and defeat the monster—That Ducking Guy (who is a rubber duck wearing a tie).
First trial idea: cleaning up a big mess before That Ducking Guy sees it and starts yelling. The players would have to track down the missing paper towels that some giant broccoli has stolen to use as towels in the sauna (green house area). This is mostly to establish the silliness of the oneshot and get the players into their characters, not so much be challenging.
Second trial idea: they run into a ghost on the third floor that needs help "moving on," and they can only give hints in the forms of riddles (both players love riddles) or rhymes. I don't want to default to another fetch quest here to find an item, so I'm wondering if the riddle solving and maybe finding the right grave in the backyard would be a good puzzle??
Third trial idea: this one is less thought out and I'm struggling with. So far I have a skeleton in a bathtub who is upset because That Ducking Guy asked them to "lend a hand" and then took their whole arm (which will be That Ducking Guy's main weapon in the final battle). Is it okay to have the trial just be getting the arm back for the skeleton or should there be more of a puzzle here? I can't come up with any ideas for it.
Any help or advice would be appreciated!
Ive taken a break from working on my own custom TTRPG. I really liked working on it but it just got overwhelming and a few of the choices I made along the way have left me feeling like im modding pathfinder2e in my own style. Sure I have a number of different elements but I dont feel like it changes the base gameplay loop.
So Im looking to stretch out and try a different theme and see if it helps break me out of my funk.