
r/TTRPG

Symbaroum Interview clip
Hello All!
I’m Nathan from the Advanced Age Roleplaying Gamers. I had the opportunity to interview Mattias Johnsson Haase from Free League Publishing about their Kickstarter for Symbaroum. It was a really great chat as I’m not as familiar with the game as I am with other Free League titles.
I hope to have the interview edited by the end of the weekend.
You will find it on our YouTube Channel and our Podcast feed.
Deathmarked Wight (CR 12) - When a Wight Becomes the Champion of a Death God
The Deathmarked Wight is a CR 12 variant of the classic wight, created for campaigns where undeath feels tied to a greater power. Instead of being only a hateful remnant of a former life, this wight has been chosen by a death god, ancient lich, or powerful necromantic order, carrying a mark that gives it purpose, authority, and far more dangerous abilities.
It can place a deathmark on a victim, weaken enemies with necromancy, drain life, raise the creatures it kills into temporary undead servants, and unleash pulses of necrotic power. I wanted it to feel like an undead enforcer or emissary, the kind of creature sent to crush rebellions, retrieve escaped undead, punish enemies of a death cult, or prepare the way for something much worse.
The Wight entry also includes expanded lore and optional traits to customize the base creature, such as memories from life, empowered zombie servants, or extra necrotic damage against untouched victims. Together, the two statblocks give you both a classic undead threat and a much deadlier champion of death for higher-level encounters.
These creatures are from Undead & Undead: The Ultimate Undead Handbook for 5E and the 2024 Edition available on DriveThruRPG!
Undead are more than shambling corpses and skeletal minions. Undead & Undead is your complete guide to raising the dead, commanding their power, and unleashing them in terrifying new forms - from restless spirits and cursed warriors to spectral lords, zombie dragons, and necromantic abominations.
What’s Inside?
- 90+ Undead Statblocks – From crawling hands and soul wisps to deathpriests, banshees, mummy sovereigns, and lich gods. Each entry includes optional traits and variants to customize your encounters.
- Undead Lair System – A scalable, flexible system to turn crypts, cursed cities, and haunted ruins into deadly environments. Includes thematic traps, lair actions, environmental effects, and more.
- 50+ Magic Items – Cursed relics, necrotic weapons, undead-bound artifacts, and forbidden tomes designed to horrify or empower.
- Customizable Templates & Traits – Easily create unique undead with variant traits, thematic abilities, and storytelling tools for every archetype.
- Campaign Tools – Includes undead cult generators, random encounter tables, unholy rituals, haunted visions, and apocalyptic plot hooks to fuel your adventures.
- VTT & Art Resources – 60 art handouts and 45 VTT tokens to bring your undead encounters to life, whether in person or online.
I’m also working on Mythological Items for 5E and 5.5E, an upcoming Kickstarter featuring 300+ magic items inspired by myths and legends from around the world. It includes weapons, armor, relics, artifacts, and scaling items that can grow with the characters over the course of a campaign. You can subscribe to our newsletter to get updates and download a free 30-page PDF preview. We only send emails occasionally, and only when there’s a new release, important news, or exclusive free content and discount codes to share.
You can find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!
Announcing a new Shadowdark VTT (Free VTT)
Hi everyone!
I'm new to this subreddit and wanted to introduce a Virtual Tabletop I've built for Shadowdark. We've used it for our own table, and now I'm opening it up for everyone else.
Our approach is system-specific Virtual Tabletops instead of the "one size fits all" model. The tool already knows what Shadowdark is: Torches, mishap tables, the dungeon turn, the spell-tier DC, and the d12 hazards. You don't need to spend time finding all the mods/addons to get started; it's just Shadowdark out of the box.
Here are just a few of the things this VTT has:
- Character creation wizard: Ancestry, class, alignment, background, deity, languages, talents, starting spells, all in one short flow. HP, AC, attack bonus, and gear slots are all derived for you.
- Level-up flow. XP-gated button on the roster, talent/spell/HP rolls walked through and locked once accepted.
- Torch & Lantern Timer that burns even when every tab is closed; refresh, and it picks up exactly where it should be. It also has an animation and a flame audio loop.
- Wizard mishap tables: natural 1 on a cast auto-opens the correct tier's d12 mishap modal for everyone at the table; caster or GM rolls it.
- Priest penance: Failed casting? Pick from holy quest, ritualistic atonement, or material sacrifice, with GP tiers wired up.
- Battle map with fog of war. Rooms, doors, edges, terrain stamps, drawings, text labels, pings. Each character's torch illuminates its own line-of-sight cone; party lights layer on top of it.
- Procedural dungeon generator. Tiny / Small / Medium room layouts with doors and corridors, ready to drop tokens onto.
- Dungeon-turn tracker. Crawling rounds alongside combat rounds, plus one-tap rolls for encounter check (1d6), starting distance, monster activity (2d6), trap table (d12), and the hazard catalog.
- Initiative strip! (honestly, this is amazing) d20+DEX for players, auto-rolled for enemies, active actor highlighted across every screen.
- Campaign Tools: NPCs, Quests, Locations, Journal entries, Lore wiki, and Enemies catalog. Every entity has a "Show to players" toggle so the GM curates visibility; everything syncs in real time.
- GM prep: NPC generator (8 tables), name pools (people / shops / taverns / towns / cities / dungeons), GM oracles (Adventure / Rumor / Something Happens / Traps / Hazards), and a searchable Quick Reference compendium.
- The GM Library is a browsable, searchable rulebook view of Classes, Ancestries, Backgrounds, Spells, Equipment, Deities, Titles, and Skill Tags.
- In character party chat that shows thought bubbles and emotes above portraits' heads and tokens.
And much more.
I'd appreciate your feedback on what works, what doesn't, and what's missing. To get in, visit https://members.shawnsvtts.com, create a free account, and you'll have access to the Shadowdark VTT free forever.
Happy to answer anything here, and feedback is the whole point.
Looking for a certain build.
Ok looking to build a homebrew setting. Pretty “after the end” type place. One difference is that instead of swords and magic, a lot of combat is based on high-tech guns and combat blades, but the big one is anime style giant Mecha. I want to draw a lot from old school Mecha, like Getter Robo, L-gaim, Five Star Stories, and a bit of Gundam. There’s also some Dune inspiration, but enough of that.
I’m looking for some possible ideas for stats, mechanics, or other things like that. Also I just want to hear some feedback on the idea. If possible.
Coffee Review: Fatherfog (Zero Edition) -
https://golemproductions.substack.com/p/coffee-review-fatherfog-zero-edition
Here’s my in-depth review of Fatherfog, TKG’s new fairytale horror RPG.
What I love, what confuses me, what inspires me—and why I think the game desperately needs a defining adventure module.
I have a lot of thoughts. Let me know yours!
I'm creating a Magic System for my game
This is an early feedback draft of the Project AiO magic rules module.
I’m mainly looking for feedback on whether the spell-building logic is understandable, whether the system feels usable at the table, and where the rules become unclear or overloaded.
TLDR on Spell Weaving:
Magic in AiO is built from nodes. A caster chooses how the spell is delivered, what element it uses, and what effect it creates, then connects those pieces into a Spell Path with Links. For example, a simple fire attack might be Project + Heat + Damage. More advanced casters can add Special Effect Nodes, Interlinks, Rotes, Layering, Esoterica, and Enchanting, but the basic idea is Delivery + Element + Effect.
feedback questions:
After reading it, can you explain how to build a simple spell without me clarifying it?
Does the node system feel intuitive and flexible, or does it feel too complex to use during play?
Which part most needs examples, diagrams, or clearer wording?
https://docs.google.com/document/d/1hwRLeCYZrsdPQD042rQnsNJZwqPX2ldDGEnTTsfmkJk/edit?usp=sharing
For reference here is my core rules.
https://docs.google.com/document/d/1LbYaeo_31-c_SLwHh-wexl0CaEDTimKL7xmpeBHGrX8/edit?usp=sharing
GenCon's Event System Literally Couldn't Be Worse (or shadier?)
Let me take you on a journey...
The day is May 17, 2026. I'm in St. Louis for the annual Geekway to the West convention with several of my gaming buddies. We're in the lobby just before 11 am local time. GenCon wishlist submission is mere minutes away, and we are frantically organizing our wishlists.
11:00: I mash my "submit" button... and I am 601 in line. Holy rusted metal, Batman! That's an amazing slot.
11:03(ish): I receive (majority) rejections, but also a few acceptances. I feel loved, at least a little.
11:15: I've spent the last 10 minutes trying to figure out how any of this garbage was possible! The numbers just don't add up. How did he get me a ticket for that event, but I also got a ticket for it? Why would it let me get two of the same ticket? I give up and pile into the van to drive back home with my friends. I'll deal with this crap later...
We spend a portion of the next four hours of our drive back to Indy saying, yet again, for the umpteenth year in a row, that GenCon couldn't have designed worse software if their goal was to design the worst software ever. (Almost all of us work in software to some extent)
Some background...
GenCon is a small company, and they haven't always been the most viable. They seem to be thriving now, and that is a good thing! All that said, their event system has never been their crown jewel. Yes, they have software people on staff, but they aren't a software company. I try to keep that in mind when I feel as defeated by their software as I do today.
For those who don't know, GenCon's event system works roughly like this:
- GMs submit events for consideration (the GMs are the angels in this story... it's hard work)
- GenCon reviews and eventually approves those events
- The events are populated into a catalog for attendees to peruse
- Attendees then add events to a wishlist, which they can organize and modify
- On a Sunday in May, at noon EST, the whole world scrambles to hit the "submit" button so they can get queued into a line to have their events assigned
- (This is the really messed-up part) GenCon's system seems to process the event requests in the least equitable way possible...
- By assigning #1 in line EVERYTHING they asked for, then doing the same for #2, #3, etc...
- By the time it gets to #1200, almost no events are left because the folks at the front of the line took everything.
- So, essentially, there are a handful of BIG WINNERS, and everyone else is a loser.
- It's basically everything we hate about corrupt capitalism distilled into software that should instead be helping everyone have fun.
- (The nearly infinite ways it could be improved will be saved for another post.)
So that's how it "works." A few people are very happy, and everyone else is confused, disappointed, defeated, and despondent. But we're used to it. It's been this way for at least a decade. Likely far longer.
Some new garbage this year!
So, back to my friends and me trying to figure out our GenCon schedules. We've been sifting through the results on and off for a few days, and we've noticed a pattern... we have WAY TOO MANY TICKETS! The system has given me a ticket for an event and charged me for it, but it has also given my friend a ticket for me and charged him for it. So the system has "decided" that I need two tickets for the same event? And this happened several times in just my 5-person friend group...
It is a mess. Somehow, GenCon's software got worse this year. It did a bad thing it has never done before. It assigned all of us multiple of the same tickets. If I requested an event with a ticket for me and one for my buddy, and my buddy did the same thing, it processed both requests and gave us each 2 tickets. That then removes those duplicate tickets from the pool, so attendees later in the processing queue couldn't get them.
Are you friggin' serious!? Your system already makes life hard for people further down the queue, but now you add this new wrinkle so that they have even fewer options?
Is it a scam?
Here's what we believe happened. Just spitballing here...
GenCon has figured out that they can print money if they sell a bunch of extra tickets to things, knowing we have to return those extra tickets, and only being willing to give "system credit" for the returns. Essentially, the buyers rack up a bunch of costs they shouldn't have been able to get, then GenCon refuses to reimburse people.
When we return our extra tickets, they get put back into the system for someone else to buy. If those people don't also have credit, GenCon gets the revenue from the second purchase as well. Meanwhile, the people who returned the tickets and have credit will have limited options for how to spend it in the system, because all of the games sell out.
So GenCon is left with a bunch of "credit" in the system that no one can use.
That's just a guess... but all of the new ways in which the software "works" add up to this as a logical conclusion.
I mean, every other piece of software we use has been inshittified, why not this one too?
We have spent no less than 10 collective hours trying to make sense of the situation and rearrange our tickets and schedules. It has resulted in nearly $250 dollars of system credit (between just 5 of us). It has taken my hobby and turned it into work.
GenCon, if you are listening...
I would help you redesign your software at no hard cost (free VIP badge for life?). It would work better for event registration, guaranteed, because there is almost no way to make it work worse.
From Storyteller to the Oracle of Delphi: On Running RPGs Without Controlling the Story
I wrote an essay about how my philosophy of GMing shifted over time from “storytelling” toward something closer to divination.
Instead of treating the GM as an author controlling narrative arcs, I’ve become more interested in using random tables, dice, and world simulation to discover the story alongside the players. The GM as an oracle rather than a writer.
The post talks a lot about Dolmenwood, encounter tables, indifferent worlds, player agency, and why I think victories feel more meaningful when the setting doesn’t bend itself around the protagonists.
Would love to hear how other people approach this style of play.
https://bocoloid.blogspot.com/2026/05/from-storyteller-to-oracle-of-delphi-on.html
Created lore for four magic types which I will use in my TTRPG
I have only finished lore but I will try to make each magic type mechanicly some what unique.
Want feedback for the lore: any contrediction, doesent make sense, unanderstandable and different problems.
Sharing my journey developing my TTRPG!
Hi! I'm developing Deadbeat, a TTRPG where you play as a musicaly powered undead soldier that uses their superhuman abilities to destroy enemies and look cool doing it. I am recording devlogs to mainly document my progress as I develop the game and hopefully other people find interesting.
That's it, I just want to make something cool and neat that I enjoy and maybe other people might enjoy it as well.
Seeking RPG Adventures inspired by Umberto Eco's "The Name of the Rose" (Investigative/Mystery)
I am looking for adventure modules for any fantasy RPG with the following characteristics:
- Setting: A monastery, fortress, villa, or library.
- Genre: Investigative / Mystery.
- Gameplay: Focused on puzzles, riddles, and uncovering secrets.
I am looking for something that uses Umberto Eco's "The Name of the Rose" as a blueprint or model for the adventure. Any fantasy ruleset or system is fine.
Genuine question: what’s the deal with Savage worlds?
I’ve always wanted to play a system that let me and my players be action hero’s, space cowboys, horror survivors, and more. And this system really looks like it can do all of it. So I bought the book, read through the rules, and fell in love with the ideas it has.
However I never see anything for it, even when I look for it exclusively.
I don’t see content creators even mentioning it. I don’t see anything advertising it. I can never find it in game shops. And when I hear people talking about ttrpgs I never plenty of ttrpgs that I’ve never heard of but never savage worlds.
I wasn’t expecting anything like dnd, pathfinder, or apocalypse levels of popularity but near nothing?
So I’m here now to ask what the ttrpg community thinks of the system. I want to run it with my friends. And I want to know if I’m making a mistake.
TLDR: savage worlds good, bad, or preference?
My own system
I’ve been working on a ttrpg system for the past half a year or so, one based mostly on draw steel and lotm, but it’s basically a combination of a lot of my interests combined, if I chose to ever “release it into the wild” should I be worried of lawsuits or whatnot?
Also if anyone has any tips on world/ character building advice would be most appreciated, this is unrelated to the previous question.
for clarification, I’m not planning on making any money out of this, I just want to give the community more tools that I have worked on for a long while
I made a thing, am hoping peeps would want/use one as well?
Hey all! Thank you so much for the support, great ideas, and kind words! This will be my last post for this run, as we are in the last week of the Kickstarter. If you had an eye on getting one of these and supporting, please head over and pledge :) Really can't wait to get these in folks' hands, and they are completely handmade. Love you all, and once again, thank you for being such a welcome place to get the word out!
Link to the Kickstarter: https://www.kickstarter.com/projects/saikoleathers/the-campaign-archive-leather-ttrpg-and-5e-journal-sleeve?ref=6e0bn7
Doomsmoker - A MÖRK BORG adventure of the sacred smoke covenant
(...The prophecy is being fulfilled. Visions seen through the smoke and revelations were granted unto the highest of high weed-priests...)
Doomsmoker is MÖRK BORG adventure of the sacred smoke covenant delivering sacred herb bales to the Dying Lands from Nazareth to Jerusalem during an impending apocalypse.
For centuries, WEEDIAN priests have cultivated sacred plants and delivered herb bales across the Dying Lands. From the days of THE FIRST CULTIVATOR until now, they have travelled in caravans sharing both their botanical product and music as a part of their SMOKE COVENANT.
The Dying Lands are soon to be snuffed out, according to some scripture. Only a few more Psalms will be read until all is gone.
Crossing the Sand Sea has always been dangerous. The pilgrimage is more deadly now as Scythians, heretic insects, and demons roam the desert.
The weed-priests have enlisted the help of believers and mercenaries to help them cross the desert for what will be the last caravan of the SMOKE COVENANT to bring SMOKE and RIFFS to the land.
This adventure is written for MÖRK BORG . It is written to be simple to play and enjoy, hopefully for seasoned RPG players and stoners alike.
This adventure features:
- 60+ full color pages, many original illustrations
- Point-crawl through 7+ Locations across a dangerous SandSea
- 1 new Item type
- 10 new Scrolls (new scroll type: Smoke Scrolls)
- 3 new Classes
- 1 Dungeon
- 6 new Enemies
- 2 new Bosses
- Random tables for musical practice, meditations (visions), and atmosphere/weather
- Lore at the intersection of MÖRK BORG, SLEEP's album Dopesmoker and the culture of doom metal
- Tangible sense of DOOM and DREAD as the world is ending
Original soundtrack coming soon from burgersmoke records. Follow here or on various streaming platforms for updates:
https://burgersmoke.bandcamp.com/.
I love all of my children equally
Started out playing DnD with some great friends I still play with every week.
First DMd a game of Mork Borg
Currently running CoS
Doing a one shot of Mothership tomorrow
Patiently waiting for the moment I can launch Delta Green on my RP loving group.
Hello Everyone. LFM.
Hi all, I just started our SORC Lobbies and we’re currently looking for beta testers to help us with this feature. There’s a demo link included in this thread. SORC’s Basic Rules, written by our friend Kaida are also linked below! If you’re interested in helping us with this portion of the beta, please dm me. This is my side of the game’s development and with the scheduled launch not much further than a year away, we’re trying to get this part started! Are you in?
Here’s a rundown on the lobbies, not to be confused with private rooms - Lobbies are for recruitment and Private Rooms begin once the campaign is full. Private rooms have many tools including digital dice GMs lock when not being used and unlock when needed. VTT support tools, Maps with real coordinates and map tools, each map from home will be different than the next lobby’s map, pdf versions of books and much more. Each host of a lobby chooses their own theme, with audio included. There are three unlocked themes, one without audio and two with, and others require community points and/or achievements to unlock. The lobbies are designed to fill in one or two spots of people missing from campaigns from home and at the actual table, but as long as one person has the box set, he or she can run their campaign completely remotely and that’s where Fellowships come in. Fellows are basically the same thing as a friends list and are made up of people you’ve learned to trust and have developed a fellowship with.
For more information on lobby features, you can read the marquee displayed in the video.
This is early in development, and for those who watch the video demo, you’ll have to excuse Van’s typos, he’s an Ogre. If anyone has played a TTRPG using Discord, it’s similar, only the servers are devoted to not only SORC, But TTRPG sessions in general, offering many tools to make the recruitment and gaming process run as smooth as possible.
Taken from our website:
“Campaign Lobbies
Join or host live SORC sessions online. Creating a lobby requires a valid box set code. Joining is open to all assessed members.
Who Can Create
Lobby creation requires a valid SORC box set code and a passing assessment. Admins and Owners can create lobbies without a code.
Who Can Join
Any assessed player can join open lobbies. No box set required to participate. Civilians must complete the Role Assessment first.
Lobbies vs. Rooms
Lobbies are recruiting hubs - text chat and party assembly only.
Private Campaign Rooms are launched from lobbies by the GM. They include voice, dice, and full session tools.
Room Tools
Campaign rooms give GMs voice chat, live dice (D4, D6, D100), loot tables, compendium access, and character sheet integration. Each campaign shares the same Essentia world coordinates.”
There’s much more on online campaign support at our website, but we’re not promoting that here. We are asking for beta testers to test this feature however, so again, if you’re interested we welcome you in!
- Corbett
The Camarilla as an Exponent of Conservatism: Elders First, Everyone Else Second!
A while ago I wrote an article talking about how the Sabbat can be viewed as a sort of representation of counter-culture. And by that I mean the sort of caricature your average suburban mom would think about the counter culture during the heights of the Satanic Panic.
With that said however, where does that leave the Camarilla? For it is the opposite and equal force, the alpha to the omega. Given that the two are in total antithesis with each other, the Camarilla could thus be defined as a caricature of conservatism. Or at least what would've been seen as a caricature in back in the 90's. Let's not open the discussion of what's the current state of things.
So I think that would be the sort of thesis for this piece. We're looking at how does the Camarilla mash with conservatism, if they actually even do, what does that entail about the themes of the game and what does that mean for your table.
If that sounds like something you would be interested in, by all means, please do give it a read and voice your thoughts on the matter! I hope you will enjoy it!
What's the real difference between GM-less games and traditional GM-player RPGs?
I’ve been thinking about this for a while, and I’m curious how other people see it.
I enjoy a wide variety of TTRPG systems. These days I probably lean more toward narrative-focused games, but that actually isn’t the point of this post. These are questions related to this post. I also sincerely hope that someone can share their own opinions.
First, some people asked me what the difference is between GM-less games and more traditional GM-player structures. Mechanically the differences are obvious, but I’m not always sure how to explain it clearly. I’d genuinely like to hear how other people frame that distinction.
Second, if we accept that a GM is not strictly necessary in GM-less games, I often run into another problem: participant initiative becomes strangely low. Players hesitate because they keep wondering, “Am I allowed to do this?” Ironically, I’ve also experienced the exact opposite problem in traditional games, where some players become too proactive — especially the classic “I already know this monster’s stat” kind of behavior.
So I’m curious how people deal with both extremes:
excessive hesitation in collaborative play
excessive assertiveness or metagaming in traditional play
Finally, how do you personally view the relationship between GM and players? Do GM-less and traditional systems fundamentally create different relationships at the table, or do you think the difference is overstated?