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It seems that Black Book Editions follow through after the core rules. This one will cover technomancers, some lore etc

I like what they did in the core SRA2, even if I still don't like d6 pools of over 6 dice

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Joey Haeck joins Daði and Magnús to talk about the Wizards of the Coast Union, Waterdeep: Dragon Heist, AI, and the industry as a whole!

Sign the UWOTC petition and help make our games better: https://actionnetwork.org/forms/uwotcpetition/

▼ INDEX ▼
00:00 Introductions
02:51 Waterdeep Dragon Heist
08:23 Joining Wizards
14:53 The Broadsheets
17:38 GenCon Announcements
19:09 United WOTC
54:36 How to Help

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Making a Cool Monster (www.prismaticwasteland.com)
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I put the full ruleset on Google Docs, but below is a Markdown version of the sections relevant to the dice system. I've been working on this for 3 or so months, and my buddies and I have played maybe 5 games with it. We like it a lot! I feel like the core mechanics and the math behind them tell a super intricate story despite being so simple, which I think is super cool. What are your thoughts?

Who am I?

Players need only decide one thing when creating their characters: which dice they use. All characters are represented by exactly two and nothing more.

The first is known as their Action die. Pick the one that best fits your character.

  • Strong, powerful, and tough characters use a six-sided Action die.
  • Charismatic, charming, and attractive characters use an eight-sided Action die.
  • Agile, dexterous, and swift characters use a ten-sided Action die.
  • Intelligent, thoughtful, and quick-witted characters use a twelve-sided Action die.

The second is known as their Approach die. Pick the one that best fits your character.

  • Forceful, reactive, and fiery characters use a six-sided Approach die.
  • Disciplined, courageous, and willful characters use an eight-sided Approach die.
  • Sharp, perceptive, and attentive characters use a ten-sided Approach die.
  • Meticulous, level-headed, and careful characters use a twelve-sided Approach die.

The rest is up to you! Your character can look, act, and carry whatever you want — just be sure to check with the Narrator first.

What happens when I try?

Players will automatically succeed in most of their endeavors, but those that involve some level of difficulty or risk are determined by the rolling of dice. All such actions belong to one of four types: Forcing, Consorting, Finessing, or Engaging.

  1. To Force is to use raw, physical strength. One must roll between four and six to successfully force.
  2. To Consort is to persuade, deceive, or otherwise communicate with others. One must roll between five and eight to successfully consort.
  3. To Finesse is to maneuver one’s body in a precise, swift, and calculated manner. One must roll between six and ten to successfully finesse.
  4. To Engage is to interact with an object using intense focus and care. One must roll between seven and twelve to successfully engage.

(This is a table in the original document)

  • Force: 4, 5, 6
  • Consort: 5, 6, 7, 8
  • Finesse: 6, 7, 8, 9, 10
  • Engage: 7, 8, 9, 10, 11, 12

When attempting an action, the player rolls both of their dice. One successful die typically results in a successful action, two typically an overwhelmingly successful action, and zero typically a failure. However, the relative ease or difficulty of the task at-hand may change this.

…and if someone tries to stop me?

If ever two or more characters are in direct competition with one another, the players may choose to enter a Contest. During which, all parties take an action to win, with the character yielding the highest degree of success coming out victorious. If multiple characters yield the same degree of success, and the Narrator is unsatisfied with a tie or stalemate, they alone may roll again.

What about when lead starts flying?

Players typically act freely and without order, but the Narrator may enforce turn-based actions if the provided structure is desired. The most common such case is combat.

Turn-based encounters are divided into Rounds. During which, all participants take a single action and note the number rolled by their Approach die. This becomes their “initiative” for the round.

As the players roll, the Narrator creates a list of every action and its degree of success, using the initiatives to order them from lowest to highest. Upon completing the list, the Narrator reads through it and describes how the Round unfolds. If an action becomes impossible due to the outcome of a previous one — such as the death of a character — it is simply ignored.

Once the Narrator is finished, a new Round begins, and the cycle repeats.

How bad is it, Doc?

If ever a character is inflicted with a physical injury or mental affliction, they mark an unmarked number on their Wound or Stress tracks, respectively.

Until the character is healed of their infliction, rolling a number marked on either track means their injury flares up or their composure cracks, triggering an immediate narrative complication alongside the action’s outcome. Rolling a number that is marked on both tracks increases the severity of said complication. If either of a character’s tracks is completely filled, their body or mind has reached its limit, and they are permanently removed from the game.

Each track consists of numbered slots matching the values a die can roll. The size of your Stress track is equal to the number of sides on your Approach die. The size of your Wound track is equal to 18 minus that of your Action die.

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PETITION: "Stand with Dungeons & Dragons and Magic Workers Forming a Union!" https://actionnetwork.org/forms/uwotcpetition/

United Wizards of the Coast (UWOTC) website: https://unitedwizardsofthecoast.com/

Rascal: ""Too bad, make it work": Unionizing staff describe crunch culture and creative oppression within Wizards of the Coast" (Oct. 15, 2026): https://www.rascal.news/too-bad-make-it-work-unionizing-staff-describe-crunch-culture-and-creative-oppression-within-wizards-of-the-coast/

Wargamer: "Wizards of the Coast rejects D&D union effort, says it's "not neutral" (Oct. 15, 2026): https://www.wargamer.com/dnd/mtg-union-not-recognized-by-wotc

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PETITION: “Stand with Dungeons & Dragons and Magic Workers Forming a Union!” https://actionnetwork.org/forms/uwotcpetition/

United Wizards of the Coast (UWOTC) website: https://unitedwizardsofthecoast.com/

Rascal: ““Too bad, make it work”: Unionizing staff describe crunch culture and creative oppression within Wizards of the Coast” (Oct. 15, 2026): https://www.rascal.news/too-bad-make-it-work-unionizing-staff-describe-crunch-culture-and-creative-oppression-within-wizards-of-the-coast/

Wargamer: "Wizards of the Coast rejects D&D union effort, says it’s “not neutral” (Oct. 15, 2026): https://www.wargamer.com/dnd/mtg-union-not-recognized-by-wotc

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Many of us are enthusiastic worldbuilders. And many of us worldbuilders also try to make our RPG settings "original".

Yet there is a danger to making a setting that has too many unique elements. After all, the setting isn't just for the game master, but also for the players. They need to understand the setting enough to play convincing characters that exist in that world, and act accordingly. And the more setting information they have to absorb to do so, the more difficult it will be to get buy-in from your gaming group.

Personally, I think settings work best when there are a few strong, central unique elements that support strong themes on what the setting - and the campaign - are supposed to be all about, scaffolded by numerous familiar, common tropes from the intended genre (such as science fiction or fantasy). This should help convey the information the players need most effectively.

But I am curious how you see this issue. Do you regard this as a problem at all, and if so how do you approach it?

An excerpt from the Mandelbrot set, showing a spiral with ever-smaller spirals.
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Org-as-Class for Everything (vaultsofzin.substack.com)
submitted 1 month ago by to c/rpg@ttrpg.network
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Whenever I run a published Mutant Crawl Classics adventure, I like to create a monster reference sheet for use at the table. It lists the stats for each creature and has check boxes for hit points. It saves time having to flip through the module, and gives me an easy way to keep track of hit points.

I've just created two more. One for Mutant Crawl Classics #2: A Fallen Star For All, and the other for DCC Day #4: Crash of the Titans. Free to download:

https://polyhedralnonsense.com/2026/10/03/some-more-monster-sheets-for-mutant-crawl-classics/

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Wolves Upon the Coast Review (twilightdreams.substack.com)
submitted 1 month ago by to c/rpg@ttrpg.network
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Since I am already a heavy BookWyrm user, I have decided to create my own BookWyrm list for my RPG books. This is incomplete, and focuses mainly on my physical books - I have bought several thousands of digital RPG books over the years.

Has anyone created similar lists, and if so where are they?

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RPG Playstyle Survey (docs.google.com)
submitted 1 month ago by to c/rpg@ttrpg.network
 
 

Questing Beast has a RPG Playstyle Survey. Please share. All data will be released once survey closes.

Knave and Maze Rats were created by Questing Beasts. I really like the tables in Knave 2E

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cross-posted from: https://slrpnk.net/post/42689778

Hi, I'm Jacob Coffin, you might know me as the guy who posts solarpunk postcards, worldbuilding research, and other DIY/zerowaste projects sometimes. But that's all been something of a side project for me for the last two, almost three years. My main project has been researching, writing, playtesting, and making art for a TTRPG campaign, and we're finally launching it!

I should probably let the blurb we wrote introduce the thing:


A buried secret can stay dangerous for a long, long time… 

An investigator has a hot tip: rare waste. Dangerous to the environment and valuable on the reclamation market - a remediation co-op is already standing by to remove the contamination and restore the surrounding land. But time is running out to find it, as what’s left of the town is deep in a deconstruction boom. 

In Buried Treasure, players travel off the edge of the map to the mostly-abandoned town of Comity, New Hampshire to find an industrial dump site left over from the Global Climate Wars. But as work crews are in the process of removing the abandoned buildings and roads, there isn’t much time left before the trail disappears. It’s gonna be a challenge. But at least no one is going to be trying to stop them. Right? 

Buried Treasure is the long awaited second campaign for Fully Automated! Filled with interesting characters, locations, and plot hooks, this story has 20+ hours of content to delight solarpunk aficionados and newcomers alike! 

This adventure features: 

  • Original (human-made) art! 
  • An immersive rural solarpunk setting with resourceful homesteaders, radical work crews, and a village made from repurposed McMansions!
  • Maps, evidence, and an environmental sampling mini-game!

If that piques your interest, this is definitely for you! And if it doesn’t, you should check it out anyway because it’s free! As always, share any questions, feedback, and stories with our growing community on Discord, Mastodon, and slrpnk.net!


Like all the other solarpunk stuff I make, this campaign is CC-BY, so it's absolutely free. You can grab the files on DriveThruRPG, itch.io, or just download them from my folder here: https://mega.nz/fm/DVsiDC7b

A photobash with an oil paint style, looking out over a landscape from the top of a steep hill with an extremely washed out road winding down it. The scene is framed by trees and brush. In the distance an irregular lake fills the bottom of a forested valley, with a small village along one side, and mountains rising up in the distance. A cargo airship is hovering somewhere above the scene. The text reads: Fully Automated the Thousand Year Cleanup Book One: Buried Treasure by Jacob Coffin
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I As a Player Character in Nobunaga's Black Castle, you are already dead. Nobunaga killed you and sent you to Hell. But your heart burned for vengeance, burned so hot that now you are back in this world. You have one overpowering desire: kill Oda Nobunaga!

Nobunaga’s Black Castle is a complete tabletop roleplaying game by Japanese designer Yusuke Tokita. Green Ronin, under license from CONOS, is publishing Nobunaga’s Black Castle in English for the first time.

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Head to 1940's New Orlean with the Interview with the Vampire Starter Set and A Scent of Cloves and Lilac adventure.
https://www.tabletopsentinel.com/news/horror/anne-rices-immortal-universe-rpg-gets-a-1940s-new-orleans-starter-set

I guess the setting has the potential to be focused on drama between characters and offer something else than VtM. The points about "Emotional damage" health track and memories look interesting

Does anyone have some more info?

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Hi all,

Sharing Dice Roost, a free browser-based virtual tabletop for running tabletop RPG sessions online. No installs, just open a link and play.

A few things that make it a bit different: • AI-voiced NPCs: give an NPC a personality and let it actually talk back to your players during a scene, instead of you improvising every voice • Shared map with tokens, dice roller, character sheets, and session chat, all in one place • Built to be lightweight, easy to get a new group into with no learning curve

Still actively growing it and happy to answer any questions.

👉 https://diceroost.com/

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It popped up in my notifications and the premise makes my head spin.

Gumshoe with one player? Wouldn't that need to be a Sherlock Holmes kind of investigator to cover all the needed specialisations?

Gumshoe in sword and sorcery? So instead of "of course you get that clue, the question is how much you get from it" it becomes "of course you hit that goblin, the question is how well"?

And apparently it's not something new.

Has anyone played this? How did it look like?

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Just ran Gardens of Ynn, the classic depthcrawl adventure by Emmy Allen over the weekend.

I used the cheat sheet from the Eldritch Fields blog which has all of the tables you need to run the adventure.

It's great, but uses the page numbers from the original first edition of Ynn. I was using the newer, purple hardcover edition.

I made my own modified version with the newer page numbers:

https://polyhedralnonsense.com/2026/08/04/gardens-of-ynn-an-updated-cheat-sheet/

Here's the original version from the Eldritch Fields blog:

https://eldritchfields.blogspot.com/2018/11/cheat-sheet-for-gardens-of-ynn.html

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ENNIE Awards 2026 (discuss.tchncs.de)
submitted 3 months ago by to c/rpg@ttrpg.network
 
 

2026 ENNIE Awards Winners

Category Winner
Product of the Year The Crooked Moon Ultimate Edition (Avantris Entertainment)
Best Game Daggerheart Core Set (Darrington Press)
Fan Favorite Publisher Avantris Entertainment
Best Writing Making Enemies: Monster Design Inspiration for Tabletop Roleplaying Games (Gallery Books)
Best Rules Daggerheart (Darrington Press)
Best Setting Dolmenwood Campaign Book (Exalted Funeral Press)
Best Supplement Legend In The Mist – Action Grimoire (Son of Oak Game Studio)
Best Layout & Design Warhammer: The Old World Roleplaying Game, Player’s Guide (Cubicle 7 Entertainment)
Best Family Game Dungeons & Kittens Starter Set (Edge Studio)
Best Free Game Daggerheart Quickstart Adventure: The Sablewood Messengers (Darrington Press)
Best Streaming Content Get Your Sheet Together (Darrington Press)
Best Production Values The Crooked Moon Ultimate Edition (Avantris Entertainment)
Best Monster/Adversary Monsters of Drakkenheim (Ghostfire Gaming)
Best Cartography Dolmenwood Maps Book (Exalted Funeral Press)
Best RPG Related Product Beyond the Witching Ring: Dolmenwood Soundtrack Album – 12" Vinyl LP (Exalted Funeral Press)
Best Solo Game SPINE: A Dark Solo TTRPG About Losing Yourself in a Book (Backwards Tabletop)
Best Community Content Triangle Agency Fan Zine (Triangle Agency Fan Zine Team)
Best Art, Interior Legend In The Mist – Core Book (Son of Oak Game Studio)
Best Art, Cover The Crooked Moon Standard Edition Hardcover (Avantris Entertainment)
Best Online Content Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less (Joshua McCrowell & Warren D)
Best Aid/Accessory – Non-Digital The Crooked Moon Tarot Card Set (Avantris Entertainment)
Best Aid/Accessory – Digital The Crooked Moon Alchemy VTT (Avantris Entertainment)
Best Adventure – Short Form Whispers of the Woods (Heltung Storytelling)
Best Adventure – Long Form Vaesen – City of My Nightmares (Free League Publishing)
Hall of Fame RuneQuest (Chaosium Inc.)

Source: Youtube Stream and BlueSky account. It is not yet on the official website.

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