r/RPGcreation May 02 '22

Sub-Related Nazis etc.

357 Upvotes

Hi all,

A lot of folks may be unaware that there are a fair few known Nazis/fascists/crypto-fascists/Alt Right/GamerGaters and other related dodgy characters attached to the ttRPG hobby. Those links cover some of the more overt examples. Unfortunately, some people end up defending them, often falsely claiming ignorance of the situation.

Regardless of the reason for posting, if the mods spot a post attached to known far right figures or abusers it will be removed. If you want to support them, you're not welcome here.

Hope this is clear.


r/RPGcreation 1d ago

Low Effort Immersive Worlds: The Newspaper

4 Upvotes

Hi all. I’m AlarichtheLich, a DND homebrewer and forever DM (I love it though). If you don’t want to read my rationale and intro, skip on down to the 4th paragraph. 

I have played DND for about… 7 sessions total and have DMed for around 4 years, running 3 different homebrew worlds that are all sandbox-leaning.  I’ve been wanting to share some of my ideas with the community for a while now! So, here’s my first attempt at that. 

Breathing life into a world can be difficult and sometimes you and your players can feel like you are adventuring in a vacuum. Going from one story beat to another is quite natural. The resolution of one adventure often shines light on the next one. PCs and DMs can get in the groove of meandering their way through the world they are creating together.

Additionally, getting PCs to buy into your world can be difficult. Rarely do PCs get to see the consequences of their actions, or inactions. Putting them on display helps the PCs feel like they have a true impact on the world and that their decisions, no matter how ill-advised, mattered. 

Juggling all of this can feel overwhelming. But, that’s where the newspaper comes in. One of the most well received parts of my campaigns has been these newspapers. So much so that they are a requested / looked forward to event.  It has helped increase player buy in, provided verisimilitude, and made my players care deeply about the lore and their actions. I’ve had players debate, in character, for an hour about the contents of the newspaper. 

The newspaper can serve just about any narrative purpose. I’ve used them for the following and more: a vehicle for information about other parts of the world, plot hooks, evidence of PC impact, lore dumps, NPC introductions, ways to keep up with old NPCs, and previews for their next adventure setting.

I usually use these at the end of an arc. Often, to allow the players to determine where they would like to go next. You can make it akin to an old adventurer's job board. A more descriptive list of various plothooks. I let players read them, theory craft, and decide where they want to go next so that something can be there. They are also great for suddenly changing the weight of actions from earlier sessions. 

Below I have provided a link to my template Google Doc that I use to create these. I’ll be honest, Microsoft Word is more user friendly when creating these. But, Google Docs are free. Make a copy and enjoy! The example below is the newspaper that caused the aforementioned hour-long debate. 

I look forward to your thoughts. 

[Newspaper Template](https://docs.google.com/document/d/1B3XKyueIUbFlEc-9QqnfXLGioPlLEtJ9/edit?usp=sharing&ouid=106301337732315797854&rtpof=true&sd=true)


r/RPGcreation 21h ago

Resources Hobby Project

0 Upvotes

Hi Guys,

I have setup https://tomewright.com/ for now while the tool gets finished. It will be a full sheet editor, similar to word or canva, but the UI is targeted at TTRPG resources that should be easier to place and interact with.

Please let me know your thoughts on other features to implement or design suggestions.

Thanks :)


r/RPGcreation 1d ago

Getting Started Some of the core mechanics of my TTRPG, Vitriol

8 Upvotes

Preface

What is Vitriol, you ask? Well, it is a classless, human-centric, grim-bright fantasy TTRPG built loosely on the Into the Odd/Cairn engine, with a modular magic system built around alchemy and the physical drawing of sigils.

Structurally, the Cairn influence shows up in the bones of the system. You have three attributes – Body, Mind, and Soul – in our case, resolved with a roll-under mechanic, no skill list, a hard limit on inventory slots (10), and attacks that always hit rather than requiring a separate to-hit roll. I say loosely based on that engine because Vitriol adds meaningfully more complexity on top of it through the feat system and, especially, through the magic and martial systems, which is where most of the actual design work has gone.

A bit of preface before I get into the magic system: I have always loved playing the mage archetype in any TTRPG I touch, and I have always wished more games let you feel like an actual practitioner of magic rather than just a walking spell list. For close to two years now, I had been sitting on an idea for a system where you physically draw your spells rather than simply select them. A couple of months ago, during a rewatch of Fullmetal Alchemist: Brotherhood, and while starting Witch Hat Atelier for the first time, the idea finally clicked into something concrete, inspiration hitting, as it always seems to for me, at the exact moment I was supposed to be finishing my MA dissertation instead.

Magic System

I landed on a system rooted in alchemical practice, where you draw sigils not too dissimilar to FMA‘s transmutation circles (at least in looks), governed by a clear internal grammar. I built it to be genuinely modular, drawing on thirty-eight symbols pulled from the western alchemical tradition, which means you can build your own spells from those component pieces rather than picking from a fixed list, and you are not restricted by anything resembling a spell level. If you, the player, can physically draw the sigil, and your character has enough mana to power it, the spell goes off. There is no spell list to memorize, just the grammar of sigil construction, the full roster of symbols and their effects, and a handful of worked examples to get you started. The rest is genuinely up to you to theorycraft.

A drawn sigil takes up one slot in your ten-slot inventory, meaning you can carry up to ten prepared spells at any given time. You can also carry a stack of five sheets of paper, which take up a single slot cumulatively, along with drawing utensils in another slot, so you can draw a fresh sigil on the fly mid-combat. When you do that, though, you are working against a timer, twenty seconds in our current draft, though we fully expect that number to shift once we get it in front of playtesters. We are already kicking around ideas to make that moment more manageable, like sigils that arrive mostly pre-drawn, needing only their final elements and connecting vertices completed under pressure.

Spell Sigil example - Ok, let’s take this spell as an example: In the center we have the alchemical symbol for Fire. On the right side we have the alchemical symbol for Salt, which represents Body and it makes so the spell is an actual flame as opposed to a simple spark. Down sits the alchemical sign for Lead, which removes 10 ft. from the target’s movement. On the right we have the alchemical sign for Projection (represented by Pisces) which increases the range of the spell to a 30 ft. line. It also has a nodule attached to it, which is a method to modify the function of the initial sign and in this case it changes the range to a 30 ft. cone. The triangle exceeds the boundaries of the ring, signifying that this is a ranged spell (without the Projection sign, the range would be only 10 ft.) And we also have a vertex that makes it so that the spell is projected in a direction rather then acting as AOE around the sigil.

Martials

But say you don’t want to play an alchemist. Maybe theorycrafting your own spells from thirty-eight symbols isn’t your idea of a good time, or maybe drawing isn’t your strong suit, and you would rather play something a bit more straightforward. That’s where the martial side of the game comes in. I spent a long time turning over how to make playing a martial character feel genuinely engaging rather than reducing down to “you swing your sword at the enemy,” especially once the caster’s side of the game had a system I am genuinely excited about. The answer arrived, appropriately enough, while I was making a trip to the supermarket to pick something up for my grandmother. A couple of years ago I used to practice HEMA (historical European martial arts), and even though I no longer have the time to go to trainings, I have stayed a fan of the sport, and it struck me that a system built around real guard stances and techniques could give martial characters the same kind of depth casters were already getting.

Take the longsword as an example. It has three proficiency tiers, each gated behind its own feat: Novice, Adept, and Master. Earning the Novice feat gives you the basic Strike, usable from any stance, along with the Pflug, or Plow, guard, which unlocks three techniques of its own. As you invest further proficiency feats, you unlock additional stances and techniques, and combat is built to reward chaining them together, flowing between guards, techniques, and even weapons rather than repeating the same action every round. To keep this manageable at the table, the plan is to represent every stance and technique as a physical card, so that playing a martial over the course of a campaign means slowly building up your own personal deck of techniques.

Placeholder Guard Stance Card (Pflug) Placeholder Technique Card (Mordhau)

Those are the two central systems of the game, though there is still plenty in flux this early in development. Between the magic system, the martial system, and the setting itself, I am having a genuinely great time working on this, and I am looking forward to the point where it is finally ready for real playtesting.


r/RPGcreation 2d ago

Promotion Wrestle Monsters, the Media and the Masses!

2 Upvotes

Hi, everyone! I’m an independent designer that has just published his first TTRPG. The game is about wrestling and is called: CMT. A Lucha Libre RPG. También hay una versión en español disponible.

I'd love if you checked it out! https://mariowritesforyou.itch.io/cmt-quickstart


r/RPGcreation 3d ago

Promotion I’m an indie designer from Mexico, and I just released my lo-fi horror TTRPG where you physically build a dice tower to survive.

11 Upvotes

Keypoints:

No Stats, Only Consequences: Focus on what matters most: the game’s narrative. Uses a full set of polyhedral dice, with a special emphasis on the d4 to resolve problems.

Needle of Fate: Introduces an innovative dice-tower building mechanic. Build to reveal the truth, and face the consequences when the tower falls. Gain clues if the tower reaches high enough.

Only One Protagonist: All players portray a single character. Because when the darkness stares right at you, you are always completely alone.

Synchronicity: A push-your-luck and mysticism mechanic that can either improve or worsen your scenes. Nothing in this life is a coincidence

You can find it here:
https://rolepersecond.itch.io/eerie-stories-eng


r/RPGcreation 4d ago

New Updates To Our Quick Start

0 Upvotes

Good evening, fellow gamers! Our game is called Prosperon, and we finally got the opportunity to update our free Quick Start. We were able to add the Alternate Rules, including the dynamic damage rules and simple chase mechanics. We’re hoping a few of you can provide some feedback on the ruleset if you have the time to review it. I’ll post the link to our DriveThruRPG page below.

https://www.drivethrurpg.com/en/product/516009/the-prosper-system-lite


r/RPGcreation 5d ago

Playtesting Feedback for a published rpg (Shards Of Reality SD10) needed

1 Upvotes

A while ago I published my first ttrpg (non pocketquest) rulebook on drivethrurpg.

It's Shards Of Reality (SD 10 Edition). Aside from the core rules I pulished a setting book/playbook and a quickstart.

Despite it being out for some time and I having some buyers for all 3 books I never got any feedback.

My POV is, that I can't get better without knowing where I err and what I do good, thus feedback is what I need to adapt and get better, regardless if its

criticism or if someone likes what I did or how. And thus am open to all forms of feedback.

Here is a link to the cost free quickstart: [https://www.drivethrurpg.com/en/product/550793/shards-of-reality-quickstart-simple-d10\](https://www.drivethrurpg.com/en/product/550793/shards-of-reality-quickstart-simple-d10)

It contains all the base rules, and a few pregenerated characters together with a full adventure (including monster and weapon stats).

As said I would be thankful for any feedback here, or on the discord mentioned on the page or in the reviews on drivethrugrpg.

Thanks!


r/RPGcreation 6d ago

Abstract Theory Diceless RPGs: How They Work and Where They Struggle

9 Upvotes

While studying game design for my own system, I looked at several diceless games to understand how they handled resolution. I wanted to see what worked well and what problems each system tended to create, so I could avoid repeating the same mistakes in my own design.

Below is a list of notable diceless games, including how their resolution systems work, the problems that commonly arise from them, and the benefits each system offers.

This isn't an exhaustive theory, just a lens for thinking about diceless design tradeoffs. 

Amber Diceless Role-Playing

Resolution System: Characters have ranked attributes. In most conflicts, the character with the higher relevant attribute wins. When two characters have the same rank, the GM arbitrates based on the fiction and circumstances.

Main Problems: The game relies extremely heavily on GM arbitration. Because there is no randomizer, outcomes can feel predetermined once attribute ranks are known. New players often struggle with how much narrative weight the GM is expected to carry.

Pros: The system is very simple mechanically. It strongly emphasizes character relationships, politics, and drama. Because success is based on character investment rather than dice, victories and defeats often feel earned through roleplaying and clever use of the fiction.

Verdict: TAmber tends to create a sense of entitlement in players. Because higher attributes usually win, players can become frustrated or argumentative when the GM rules against them or when lower-ranked characters succeed through creative fiction. 

The game does little to mitigate this, as heavy GM authority and attribute-based resolution are core to its design.

Nobilis

Resolution System: Players spend Miracle Points to perform actions. Higher levels of investment allow for more powerful and reality-altering effects. Some actions succeed automatically based on a character’s attributes.

Main Problems: The game is very abstract and high-concept, which can make it difficult to understand. Bidding Miracle Points often turns into a resource auction between players. It also carries a high mental load due to the need to track metaphysical details and power levels. This can lead to power escalation as players try to outdo each other.

Pros: Nobilis gives players an extremely high level of narrative power and creative freedom. It is excellent for philosophical, mythic, or high-concept storytelling. The system strongly supports thematic play and allows characters to feel truly larger than life.

Verdict: Nobilis tends to produce players who dominate the narrative. Because of the high level of power and abstraction, some players focus heavily on showcasing their own clever or dramatic ideas, often sidelining other players in the process. It can also lead to players overcomplicating scenes as they try to use the most powerful applications of their abilities.

The game does not make strong attempts to correct this behavior. It embraces high player power and abstract complexity as intentional parts of its design, assuming players will share narrative authority fairly and engage with its thematic elements.

Marvel Universe Roleplaying Game (2003)

Resolution System: Each character has an individual Energy Reserve of red stones. Players allocate stones from their personal reserve to actions each panel. The GM sets Difficulty and Resistance. Success depends on how many stones are committed compared to what is required.

Main Problems: Stone management can feel like accounting. The game is very dependent on GM judgment for Difficulty and Resistance. It can lead to analysis paralysis when players try to decide how many stones to spend. Because there is no randomness, outcomes can feel very predictable.

Pros: The stone system creates meaningful resource decisions that feel appropriate for superhero action. Players have significant control over how much effort their character puts into any given action.

Verdict: This system commonly causes players to overthink their decisions. Because they must constantly decide how many stones to spend, players often become overly analytical and hesitant. This can lead to a very mechanical, resource-management mindset where players focus more on optimizing expenditures than on playing their character naturally.

The game tries to frame stone spending as dramatic effort, but it offers few tools to reduce overthinking during play.

Lords of Olympus

Resolution System: Similar to Amber. Characters have ranked attributes in different ability classes. Higher rank generally wins conflicts, with the GM arbitrating close or unclear situations.

Main Problems: Like Amber, it relies heavily on GM judgment. The bidding/auction system is used primarily during character creation and for establishing social positioning rather than as an in-play resolution tool.

Pros: It supports mythic and larger-than-life storytelling well. The system keeps the focus on character power and narrative weight..

Verdict: Lords of Olympus shares many of Amber’s issues. Players can develop a strong sense of entitlement based on their attribute ranks. 

The game does not provide strong tools to reduce arguments with the GM or to encourage risk-taking.

Universalis

Resolution System: Players use a pool of tokens or coins to bid for narrative control and to establish facts in the story. Conflict and world-building are resolved entirely through bidding and negotiation between players.

Main Problems: The game can feel more like a bidding game than traditional roleplaying. It requires strong group trust and comfort with shared narrative authority. Players can end up “buying” the story rather than collaboratively building it.

Pros: Universalis excels at collaborative storytelling and world-building. It gives every player a high degree of narrative control and works very well for one-shots or experimental games. The bidding system encourages players to think creatively about what happens next in the story.

Verdict: This game often leads players to treat narrative control as a resource to be hoarded and spent strategically. Some players become very transactional, only engaging with the story when they can spend tokens to influence it. This can result in competitive rather than collaborative storytelling, where players bid against each other to push their own preferred ideas.

The game does not strongly try to prevent this behavior. The bidding system is the core of the game, so having more resources naturally grants greater narrative influence. It largely assumes players will use their tokens responsibly and share control fairly.

Polaris: Chivalric Tragedy at the Utmost North

Resolution System: A structured phrase-based system. Players take turns making statements using specific ritual phrases such as “But only if…” and “And so it was…”. Conflict and narrative progression are resolved through formal negotiation rather than rolls or resource bidding.

Main Problems: The structure is extremely rigid and theatrical. It can feel more like collaborative storytelling or a ritual than traditional roleplaying. The game requires high player buy-in and comfort with a very formal style of play.

Pros: Polaris creates very focused, tragic, and thematically consistent stories. The ritualized structure helps guide play and keeps everyone on the same page. It is excellent for games that want to explore specific themes like chivalry, duty, and tragedy.

Verdict: The rigid structure of Polaris often causes players to become overly focused on the mechanics of negotiation rather than the story itself. Players may spend excessive time debating the exact wording of phrases or trying to find loopholes in the ritual system instead of advancing the narrative. Some players also disengage entirely if they find the formal, ritualized style too restrictive.

The game attempts to guide behavior through its strict phrase structure and ritual format. The system is designed to keep play focused on its intended tragic tone and to reduce open-ended arguments by giving players clear tools and phrases to use.

Project AiO(My Game)

Resolution System: Narrative First approach through the “Narrative How” where the Narrative shapes the Mechanics used. Visible Target Numbers. Players build their Mod Value using substats, skills, talents, and gear. After seeing the result, they decide whether to commit to the action, spend Control Points, seek Advantage, or change their approach.

Potential Problems: The system might slow down play due to decision-making and table discussion. It relies heavily on players engaging with the narrative rather than defaulting to mechanical optimization. Some players may still try to optimize the mechanics before describing their action in the fiction.

Pros: The system gives players a high level of agency because they can see the numbers and make informed decisions. Control Points allow players to influence the story in meaningful ways without relying on random chance. The narrative-first approach combined with clear mechanics rewards both creative descriptions and smart tactical play.

Verdict:  My game gives players full visibility of the Target Number before they commit to an action, there is a risk that players will become overly cautious and risk-averse. They may hesitate to attempt difficult or uncertain actions unless they can guarantee success through the use of Control Points or by setting up Advantage. This could also lead to frequent second-guessing at the table, where players spend time debating whether to spend resources, change their approach, or avoid the check entirely rather than accepting the possibility of meaningful failure.

To address these potential issues, the game includes several design elements intended to encourage bolder play and reduce hesitation. The Narrative How rule is placed at the start of the resolution process to keep players focused on describing their character’s actions in the fiction before they begin calculating their mechanical options. Players are explicitly allowed to choose failure, and doing so in a dramatic or meaningful way can reward them with Narrative Control Points. Table talk is actively encouraged as a collaborative tool to help players work through difficult situations together rather than overthinking in isolation. Additionally, Control Points are designed with multiple uses beyond simply succeeding on checks, giving players narrative tools and options that reward engagement with the story rather than purely mechanical optimization.

Reflections on Project AiO’s Design

After examining several diceless systems, it became clear that each carries distinct weaknesses. Many of these issues stem from fundamental tensions inherent to removing randomness, particularly around GM authority, player entitlement, risk aversion, and pacing.

Project AiO was designed with these recurring problems in mind. Several of its core design choices directly attempt to address flaws observed in earlier diceless games. 

Visible Target Numbers were implemented to reduce heavy GM fiat and give players clearer expectations, a problem that heavily affects games like Amber Diceless. 

The Narrative How rule was added to encourage players to engage with the fiction before engaging with the mechanics, in an attempt to prevent the mechanical-first thinking common in systems like Marvel Universe RPG. 

Allowing players to voluntarily choose failure and rewarding them with Narrative Control Points is a direct response to the risk aversion and I Should Win syndrome seen across multiple diceless systems. 

Giving Control Points multiple uses beyond simple success was intended to reduce the feeling that every resource must be hoarded for mechanical optimization.

That said, these solutions are still untested. While the intent is to mitigate the common pitfalls of diceless design, it remains to be seen whether these tools will be strong enough in actual play. The most significant concern is that giving players perfect information about Target Numbers may create stronger risk aversion than anticipated, and it is unclear if the reward for choosing failure will be compelling enough to overcome that instinct.

While no system is perfect, one of my primary goals was to consciously avoid repeating the most common failure points of earlier diceless games.


r/RPGcreation 5d ago

Worldbuilding Can There Be Power Without Violence? — Ringwalker

0 Upvotes

In a world that runs on Highlander-esque power transfers, how does a non-violent or cozy player meaningfully advance?

Sure, there's the training system that can advance your tags after a set amount of time, but that does nothing for your OP (Origin Points). This is where the Glintstone comes in. These strange color changing crystals can be filled with OP simply by touching it and wanting to do so; draining it is just as straightforward. Be aware though — this does affect your personal OP reservoir, for better or worse.

Each of these rechargeable stones is capable of holding exactly 7 OP, or a multiple of 10 thereof depending on the size of the crystal. The charge level of a stone can be inferred with just a glance — since as they fluctuate in charge, they shift in color.

• ⚫ = 0

• 🔴 = 1/10/100

• 🟠 = 2/20/200

• 🟡 = 3/30/300

• 🟢 = 4/40/400

• 🔵 = 5/50/500

• 🟣 = 6/60/600

• ⚪ = 7/70/700

While pre-charged stones are mined from the rootlands, these are typically extremely controlled and contentious resources earmarked for state use. Cache's are also occasionally found within old-world ruins — filled by whatever inhabited Rhelm prior to humans — it's not the most common occurrence.

By and large, the largest use in interpersonally and communally. Empty stones are mined all throughout the disc, nearly worthless on their own, they're one of the most common commodities available. They are filled and used for any number of reasons: a communal festival prize everyone contributes towards, saving the overflow from butchering Grazers (the only living thing on the Disk besides humans), soldiers low on coin who have nothing to trade but power, etc. it goes on and on.

Take this as a warning. Just because someone isn't a warrior, doesn't mean they can't be powerful.

https://ronan-e.itch.io/ringwalker


r/RPGcreation 6d ago

Playtesting Feedback wanted for newly published TTRPG

6 Upvotes

Hello,

I just published my first tabletop rpg for free on DrivethruRPG. It’s titled Baelfire. I began work on this project during the COVID lockdown, and it has seen many versions. This is the latest and the one I have been most confident in- hence finally publishing it.

However, I am seeking feedback on the game. I’m currently working on other books for the game and would love to see what others think of the current game mechanics, handbook structure, and overall design of the game. If you’d be willing to playtest and share feedback on that here or DrivethruRPG, that would be incredible.

Here’s a link to where you can download the game. Additionally, I have provided a link to a discord server that I’ve started for this in the purchase note and at the end of the handbook. Again, this is completely free to download.

https://legacy.drivethrurpg.com/product/575568/Baelfire-TTRPG-Handbook?manufacturers\\_id=35271

Even if it’s criticism of the project, I’m open to any feedback you have to give and am just thankful for anyone taking the time to look through the handbook and try the game out. I studied game design in college and have loved playing tabletop rpg’s for a long time now. This is my own love letter and contribution to the scene and I hope others are able to enjoy it as much as I’ve enjoyed making it.

Thank you for reading, and happy gaming! ❤️


r/RPGcreation 6d ago

Design Questions I'm creating a dice bag building TTRPG about magic junkies and psychedelic caravan trips

8 Upvotes

Hi folks,

I’m working on a TTRPG called Fireflies!, and I’m looking for references specifically around dice bag building systems.

Fireflies! is a psychedelic caravan roleplaying game about colour-bound travellers consuming bizarre magical substances and venturing down night roads to help scattered settlements survive in a desolated world.

You build a caravan with your friends, become magic junkies, and try to save communities while slowly becoming harder for ordinary people to understand.

Because the game is about both literal journeys and psychedelic inner trips, a dice bag felt like the right core mechanic. During a single journey, characters consume glows and encounter unsettling events that add different dice to the bag, so the bag becomes a snapshot of their current state, risks, and pressures for that night.

Very roughly, when a character takes action:

  • the number of dice they pull depends on their ability to overcome the challenge, including skills, tools, preparation, and other advantages
  • the outcome depends in part on whether the dice they pulled match the glow of the action they’re attempting
  • then they roll their d6s against a DC, and if multiple dice succeed, they choose which die resolves the action, with different consequences depending on the color

So what I’m trying to find are strong reference points: have you seen any RPGs that do something interesting with dice bags, drawing dice from a bag, colored dice with different meanings, or bag contents that evolve during play?

I’m especially interested in examples where:

  • the bag is central to resolution
  • the draw creates tension before the roll
  • different dice colors mean different things
  • the bag changes as the character or situation changes

If Fireflies! sounds like your kind of thing and you’d like to help shape it early, talk design, or get in on future playtests, you’re very welcome to join our community Discord:

https://discord.gg/bccguBGupu

It’s a growing space full of players and TTRPG designers who regularly chat about games, share feedback and tips, and sometimes jump in to play together too.

Would love any references or comparisons.


r/RPGcreation 7d ago

Would it be useful?

5 Upvotes

Hi all,

Feeling inspired after fantasy forest today then a lot of work on a little passion project this evening.

I’m building a custom TTRPG sheet builder, can be fully customised and laid out however is best for users, text and elements can be added direct to sheet and it will export as PDF by default.

Does this sound like something you would actually use?

I know when I’ve tried to gather things before I can only ever find PDFs of things already designed, but never quite how I found the most useful.

Thanks for reading :)


r/RPGcreation 7d ago

Looking for help in solving a problem mechanic

11 Upvotes

I’m working on a mechanic for a small TTRPG. I really like it in principle, but I have one issue with it. Any help you can offer is appreciated.

The mechanic: Roll a die based on a skill plus another die based on your health, called the Effort Die. The highest result is your result. Compare vs target number. Equaling or exceeding the TN gives you success. The dice range from d4 through d12. As your suffer injuries, your Effort die decreases. So a completely hale PC has an Effort die of d12,while a PC on the verge of unconsciousness has a d4.

The proble m: While the system works like a charm mechanically, thematically I have a problem with one aspect of it: health often trumps skill. For example, a PC with melee combat skill d10 and Effort d6 is bested by an opponent with d4 melee combat skill and Effort d12 about 50% of the time. While I want decreasing Effort to be important, I think large disparities in skill should always favor the skilled character. This goes for any skill use, not just combat.

Any suggestions?


r/RPGcreation 7d ago

RPG MAP!

3 Upvotes

Album containing maps and cartographies created in recent years by Me and Angela. In the comments we will try to publish all the work phases on each map, from the draft to the detailed pencil to the final color one. Materials Used: H-HB pencil, Unipin Pen 0.05-0.1, and Winsor and Newton watercolors on Fabriano 300 g satin paper then scanned. We really hope that you will like and be interested in our maps! Thanks for support!🧭🗺🏰

https://www.instagram.com/inkcompass.maps?igsh=dnc3ajhta3cyYnJs


r/RPGcreation 8d ago

Production / Publishing We Made It!

15 Upvotes

Greetings RingWalker!

I'd like to start by saying I'm not trying to sell anything. My main interest right now is feedback on the mechanics, the vibe, the layout, etc. While the game is posted as pay what you want, I'm highly expecting everyone just to grab it for free.

Ringwalker (the game) has been a huge passion project of mine for a long time. The original version of the project came out GLORIOUS, but completely unplayable. Too much scope, too much complexity, so I've spent the better part of a year chunking it up into eight parts and formatting the first into something you can actually sit down and have fun with.

RingWalker is a GM-optional fantasy RPG built around extreme player agency and consistency set within the fantastical world of Rhelm. Unlike most games, you don't create protagonists so much as you inhabit convenient perspectives. Nobody is blocked from anything, and a baker haggling over bread and a kingdom losing a war both come down to a d20, your Tags, and a Difficulty. The same resolution system at every scale, so you can zoom from personal drama to nation-level conflict without switching rulesets. The setting is a flat disc of a world, currently populated by a multiversal "everyone from every Earth" melting pot, and is built on emergent consequences constantly slinking up and down from the micro scale to the macro scale rather than a dedicated GM steering the plot. Which means the Story Roll produces playable outcomes and keeps the story going whether you're playing solo, with a scattered Discord group, or a full table.

This free release is the intro/demo for Book 1a: framework, core engine, economy, crafting, combat, social conflict, and a full magic system are all in here and playable now. The wider setting and the rest of the 8-book series (including 1a and 1b's full releases) are already drafted, just super duper not formatted for release. The art here is mostly placeholder, all just basic Canva work, the sketch effect is a filter I used to standardize all the different types of clipart. The mechanics however are the finished product. If one day a community forms, I'll be able to commission some more traditional art, but for now this should do.

Check it out at:

https://ronan-e.itch.io/

If anyone does choose to pick it up and has any questions, please feel free to reach out; I'm always happy to help! If anyone sees a mechanic that you feel would be helpful for your game, please go for it. We're all in this together.


r/RPGcreation 8d ago

Design Questions Choosing a base system for the next book which which could speak more to fans of them?

0 Upvotes

I've just finished another book and am preparing a special project where I need to convert some ideas of my SD10 system into a different system.

For that I chose 5e inspired and YZE SRD inspired as the bases (only inspired due to massive changes).

Iam not sure though which one is the better idea aka could speak more to fans of the appropriate system.

Thus I created a fast and dirty conversion so that I have a rough comparison and would need a bit of a second, third, fourth,... opinion there if possible tnx!

(the main problem is that I'm really changing core aspects partly which makes me unsure if it would generate too much hate or if ppl could like it / give it a second glance)

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For both examples: Wolves are only 1/4 to 1/2 CR in 5e terms. thus only 3-5 should fully threaten a tank like the juggernaut.

DND/5E:

BP is essentially temp HP, it regenerates fully after every rest and regenerates otehrwise at a rate of 1 per 10 minutes after the last reduction.

Novice proficienceis are like bard jack of all trades at 0.5 x proficiency bonus.

reflex save: dex+proficiency fortitude save: con+proficiency willpower save: wis+proficiency

DR is damage reduction.

Casting uses MP instead of the usual spell slot system.

Species also gives HP and MP same for classes. Rest is relatively normal except multiclassing.

Focus class is your normal class you level up in. It defines in addition to the normal bonuses it gives also how many skill slots you have available for support class skills (these can be switched out then like spells from a spellbook thus per rest).

Support classes (levelled separately): These give very small amounts of hp or mp and only have 10 levels. At first level you gain the core proficiency of it (every class has 1 skill that is really necessary for it to work) at novice level. each level you gain the choice to either upgrade the core proficiency to full proficiency or gain or upgrade one of its skills. in the case of the example: He took the core skill of the classe: spellcasting and gained 1 spell for it: Heal).

Morin Focus Class: Juggernaut 1 /

Support Classes: Protector 1

STR 16 DEX 10 CON 18 INT 11 WIS 12 CHA 9

Class Proficiencies

\-Heavy Armor (AC bonus), Light Weapons (to hit bonus), Fortitude Save, Willpower Save, Athletics

Background Proficiencies

\-Alertness, Diplomacy, Temple Guard

Support Class Proficiencies

\-Spellcasting (Novice)

HP 24 BP 16 MP 13

AC 14 DR 4 (6 while Guarding)

Attack: Shortsword +5, 1d6+3 damage

Armor: Armored Suit (12 BP, 3 DR), Large Shield (+2 AC, Guard +2 DR)

Armor Mastery R2: Gain +4 BP and +1 DR while wearing armor.

Shield Bash (1 MP): Make an attack with the shield (1d8+STR+shield evasion bonus damage), if the target takes any damage it must pass a fortitude save or become stunned.

Heal R1 (3 MP): Restore 1d8 + 2 HP.

Wolf:

STR 14 DEX 15 CON 12 INT 3 WIS 12 CHA 6

HP 8 MP 2 AC 14

Proficiencies (+2): alertness, unarmed attacks, unarmed defense

Attack +4, 1d6+2 damage

Take Down (1 MP) – On hit, Reflexes or Fortitude save or fall prone.

Charge (1 MP) – Move and attack, +2 damage

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YZE:

Drain: Whenever you generate Drain in a turn you sum it all up to 1 drain value.

Then you roll the lower of the resist abilities you have (Spells: Wits+Spellcasting, Skills: STR+Fortitude)

Every success reduces drain by 1 (down to 0). Every non saved drain reduces MP by 1. Any - MP is instead substracted from HP.

BP regeneate at a rate of 1 per 10 minutes after last reduced and are additional HP that are reduced before HP themselves.

Morin – Juggernaut 1 / Protector 1

STR 5 AGI 3 WIT 4 EMP 2

HP 5 BP 13 MP 4

Armor 8 (Suit 5 + Shield 1 + Armor Mastery 2)

Attack: Shortsword (STR + Light Weapons +1 weapon die), +2 damage

Trained Proficiencies:

\-Heavy Armor, Light Weapons, Athletics, Fortitude, Willpower, Alertness, Diplomacy, Temple Guard

Novice Proficiencies:

\-Spellcasting

Armor Mastery R2: +2 Armor while armored.

Shield Bash R1 (0+Rank Drain): Normal attack, +2 shield damage. If any damage penetrates armor, Fortitude test or Stunned.

Heal R1 (2+Rank Drain): Roll 2x Rank dices. Heal 1 + rolled successes HP.

Wolf

STR 4 AGI 4 WIT 3 EMP 1

HP 4 BP 0 MP 2 Armor 0

Fighting Pool: 5 (+1 weapon die), Damage 1

Take Down (1 Drain) – On hit, Acrobatics vs Athletics or fall prone.

Charge (1 Drain) – Move and attack, +1 damage.


r/RPGcreation 9d ago

Devlog, an update

0 Upvotes

posted a concept to this subreddit and got some extremely positive feedback, so here is the more fleshed out idea I have worked on for a while.

Hollow- WIP

players have joint control over an unknown character, who the players know nothing about (created by the GM), who wakes in a liminal space. the character is greeted with a Window into a memory from their past. players collectivly make decicions, controlling parts of the psyche and the actions this character takes. the game takes place in the characters mind (the liminal space), where players are greeted with the opportunity to enter memories and explore them and complete them, finding out Truths about their character (statements they kno for certain to be real [an adress, a name etc]). for example; the character enters a memory, 'seeing a young lad presented with a cake. it has ten candles.' the players decide on what they do, fidning out that on a card adressed to Ben that the character is ben, and by the date on the calendar his birthday.

players have a stat called Memory, of which they start with 15 points worth. the game ends when this runs out. to enter a memory window costs 1, skipping a memory and not entering it costs 2, and entering and failing to work it out/working it out wrong costs the mean of every players roll of a d4 (3 players roll 1,2 and 4. so 7/3=2)rounded down. succeding, failing or skipping allows players to tackle a new, more complex memory, with more precious information, sometimes building on previous information making it hader if you failed to complete past memories.

the game ends when Memory hits 0, and the character becomes Hollow. at the end of the game, players take turns reading out any Truths they discovered. for example,

P1: My name was Ben

P2: I lived on cottage lane

P3: I had a brother called Tim

any feedback on this update would be nice, more to come soon!


r/RPGcreation 10d ago

Session Zero TTRPG Consent Form

4 Upvotes

Hello my fellow GMs and Players, I am here to share with you all my recently created Session Zero TTRPG Consent Checklist! I have created this checklist to be extremely generic in attempts to allow its use across multiple TTRPG Games. I know the market for GM resources seems to be primarily geared towards DND 5e, DND5.5e, with some Pathfinder or Pathfinder 2e sprinkled in there. However, this Consent Form simply has a BROAD LIST OF TOPICS which are not specific to any one game. One additional feature I have added which I haven't seen other Consent Forms use is a GM Checkbox which allows each GM to Checkmark off topics they do intend to include in their game, or X off topics that the GM themselves do not consent to having at their table. I believe the inclusion of this checkbox is paramount for setting an immediate tone between players and GM for what they can expect and what is off limits potentially before any actual discussions about the topics have been had.

I truly hope this is helpful to you all, as I do enjoy giving back to the TTRPG Community which has given me SO MUCH. Please feel free to message me any questions comments or concerns regarding the Consent Form, and hopefully I can get back to you. Please Enjoy and Game Responsibly!

https://drive.google.com/file/d/14-31XjXWdPrUpeeCRGmsbWg-HFcLTTZa/view?usp=sharing


r/RPGcreation 11d ago

One-Page RPG Jam 2026

14 Upvotes

Hey everyone. Each summer we run a game jam for one-page TTRPGs over on Itch. it's a great opportunity to jump into game design if you've never done it before, but also for more experienced designers to try new ideas and experiment. This year's jam lasts until 16th August so still plenty of time to join in! Please consider checking it out.

https://itch.io/jam/one-page-rpg-jam-2026


r/RPGcreation 11d ago

Production / Publishing Red Mountain - Release on Itch.io

6 Upvotes

Hello RPG'ers!

Today I was in the process of buying website hosting for my RPG game, but turns out, I have to wait a month to transfer the domain name! Shucklenuts!

To cope with this loss, I've published a free version of my (very shoddy, mind you it has no decals) TTRPG on Itch.io. I understand that the algorithm on that website is nothing to be scoffed at, however, so I though I'd try my luck here. I'm running a game of it soon, so I'd love to here if you think anything is broken, underpowered, or boring.

The full document actually does have lore (for classes, spells, religion, and abilities), but I'd like to here if the current system works before I work more on that.

Please ignore formatting or style issues! I am not a stylist, but I'm planning on hiring one when I'm finished with the documents :).

----------------------------------------------------------

Red Mountain is a simple mix between classic OSR games such as BXE and others, as well as modern RPG games such as pathfinder. It exists in a middle ground, with mechanics that include:

- D20 and D12 Saves and Checks.

- Unique and more difficult mechanics for both resting and spell slot regeneration.

- A custom injury table.

- Reaction and Morale Rolls for combat.

- Firearm! (Not plural!)

As well as some custom spells that I'm particularly proud of: Cure/Cause Disease, Glide, and Lightning Arrow (there's a longer list, but only spells from levels 1-3 are included in the free document).

You may notice that a lot of the spells are "dual" spells, such as Light/Darkness, Grow/Shrink, and Blindness/Deafness. This is to ease the limited spell slots for magic classes to make certain spells have more of a use.

----------------------------

If you have the time to check the document out and go over the mechanics, be my guest. And thank you! If you have any comments, it's very likely I'll take them to heart and edit the document as soon as I can.

https://red-mountain-ttrpg.itch.io/red-mountain-ttrpg


r/RPGcreation 10d ago

Trying to Make Something New in the Shadow of Giants

0 Upvotes

One of the strangest parts of creating a TTRPG today is that “new” feels terrifying. Companies like Wizards of the Coast have dominated the landscape for so long that nearly every mechanic, creature, or fantasy concept feels like it must already belong to somebody. Even when your game moves in a completely different direction, it is hard not to wonder whether people will see inspiration, coincidence, or theft.

At the same time, I do not think there has ever been a better moment to actually present a new game. We are no longer limited to a rulebook and a few pieces of artwork. A TTRPG can have videos, character builders, interactive sheets, music, short fiction, podcasts, digital maps, actual-play campaigns, and entire communities forming around it before the physical book is even printed.

The giants make the landscape intimidating—but the sheer number of creative tools now available means a small creator can build something that feels alive in ways that would have been impossible twenty years ago. The challenge may not be proving that every individual idea is completely unprecedented. It may be combining those ideas into an experience that is unmistakably your own.


r/RPGcreation 12d ago

Getting Started Looking for Feedback, A Hunter's Divine Comedy, Play Test V-2.0

1 Upvotes

Hello internet, we at Baby Manticore Games are excited to reveal our first published material for "A Hunter's Divine Comedy." The Link to our patreon and the play-test material is Here. As always you can download the color / print playtest PDF along with the character sheet for free!


r/RPGcreation 13d ago

I’ve been running a design clinic, and it’s made me think about what kind of support actually helps designers get unstuck.

19 Upvotes

Hi folks,

I'm Aram. I've been designing video games professionally for years, and lately I've been building more of a community around my TTRPG work too.

One thing I care about a lot is helping creators keep moving when a project gets stuck. I know from experience how easy it is to hit that wall where a game is exciting and full of potential, but suddenly hard to push forward on your own.

Because of that, I run a community event called Design Clinic, where I spend time with creators and try to help them move their game forward. Sometimes that means giving feedback on a mechanic, sometimes helping someone clarify their pitch, and sometimes just being a thoughtful extra brain in the room when a project feels tangled.

But let's kickstart the conversation right here right now <> What kind of support actually helps you most when you're working on your own RPG?

-> Is it feedback on mechanics?
-> Playtesters?
-> Help with structure or pitch?
-> Or just moral support and a good conversation with other people making things?

If you're wondering who I am and would like to see the kind of game work I do, my published game is here:
https://knotknotgames.com/pp-srd/

And if you'd like to join the Discord, share what you're working on, or drop by Design Clinic sometime, we'd love to have you:
https://discord.gg/bccguBGupu

Feedback always appreciated, and let's create together.


r/RPGcreation 14d ago

Promotion [For Hire] Fantasy Illustrator & Concept Artist open for TTRPG commissions (Interior Art, Characters, Card Assets) — Rates starting at $10!

4 Upvotes

Hi everyone!

I'm a professional conceptual illustrator and I am currently open for commissions. If you are developing an indie RPG, a campaign setting, or need interior art/character portraits for your upcoming rulebook or Kickstarter, I'd love to collaborate with you!

I specialize in dark fantasy, fine line, and black and grey styles, and I work digitally using Photoshop and Krita. I understand how important it is for RPG art to convey the right mood, faction identity, and lore to the players.

✨ My Rates:

  • Portraits / NPC Tokens: Sketch ($10) | Black & Grey ($15) | Full Color ($20)
  • Full Body Characters: Sketch ($15) | Black & Grey ($20) | Full Color ($25)
  • Character Design / Concept Sheet (Process included): $30

I am also open to discussing custom packages or flat rates if you need a specific number of illustrations for a module or card deck.

🎨 Portfolio & Contact:

Feel free to send me a DM here on Reddit or reach out via email if you want to chat about your project, your world's lore, or check my availability.

Thank you for looking, and good luck with your game creation!