I tried Master of Dungeon recently and really enjoyed it. It is a free mobile RPG where an AI Dungeon Master adapts the story to your choices. Combat is tactical, adventures feel unique, and you can write your own actions instead of picking from a list. Perfect for when you want a solo RPG session on the go. Check it out at https://masterofdungeon.com/en
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I’m a big fan of Fate but I wouldn’t try it with a big group of players who are unfamiliar with it. It’s not a crunchy system but not really rules-light either and needs a very different approach than most traditional games; e.g. if the players aren’t used to self-compels, you’ll have your hands full remembering all the PCs’ aspects and trying to keep them in play so the players regularly get Fate Points.
I'm mildly familiar with Fate and had similar reservations, but I do think it's right on the edge of the kind of rules depth that could work.
I'm considering a primer session before we actually meet up (it's later this year, lots of time) to go over basic rules, session premise, and character creation so I think that would help familiarize people with the ruleset. Still though, as I said, I did have reservations about Fate.
I once did a 20+ people game session with Primetime Adventures.
We discussed seeting and main characters with a flip chart and then went around one time to play the first episode.
Was great fun for everyone 😀
Thanks for the suggestion, I'll look into this
Hm, that is tricky. You presumably want something that moves very fast, so something were either the options are very limited, or most things are resolved the same way (no rules lookups).
Did you have a genre in mind?
We generally prefer fantasy. But don't hold back a suggestion just because it isn't.
you could probably do an oceans 11 thing with Honey Heist. the larger group size will naturally make the game run longer, and allow action to take place in multiple locations simultaneously.
Honey Heist or a few other one page RPGs have definitely been on my radar, thanks for the suggestion!
Cairn is rules light fantasy rpg with the rules being entirely free: https://cairnrpg.com/
Basically you manage your inventory and have to role under 3 stats. You can use the 2e edition that has a bit of a setting baked into the backgrounds, or use the Barebones edition that just strips out any implied setting. Lots of adventures available, and lots of conversion guides, plus you can pretty much run any OSR/BX module with minor tweaking.
It is in the OSR camp, so your group would have to be ok with some lethality and just rolling up a new character if they die.
Oh I forgot to mention Cairn in the list I added. I have seen this one recommended elsewhere as well, so might be on to something. Thank you!
Mork Borg is pretty rules light and would let you run something easily. Combat is also pretty quick since things tend to die quickly, including the players.
With that many players, you'll run into the issue that most of them aren't really doing anything most of the time. I'm not sure if there's a system that manages to resolve this issue, or how you would even go about doing that.
We understand the pitfalls and risks. We have several years of ttrpg experience each. We're all ready to be engrossed in each other's storytelling when the spotlight isn't on us, and enjoy each other's company. This is for a one time thing, not an ongoing campaign.
Anyone who can GM a 7+ player game over the span of 3+ hours has super powers. My brain is fried after 2 hours. It needs to reorganize and decompress to preserve pacing.
I feel like the minds eye larps with paper scissors rock would maybe be good for that size.
My 2 classic options would be
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Split the game in 2 or even 3 4-5 persons tables, works way better. On a tabletop game, if everyone takes a one minute turn to act, 10 players means you need 10 minutes per turn, it's slow not just RPG, but in boardgames too. So split into smaller party.
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12 players, rule-light, look for a parlour larp. There is some "easy to set-up" parlour larp, with very simple mechanics, and that you can play in a 2 room appartment (or even a barn) so they're not as big/complicated as actual larp with big rule-books, 100's of players, and a whole castle. Just like a real LARP, it requires a bit more "buy-in/prep" from the player, but it can be a great experience. As a rule of thumb, plan 1 extra hour before game-start for briefing/set-up, and 1-2 extra hour for debrief/cool-down (turn out that after such an intense experience most player don't want to go home immediately but talk about-it, especially if PvP tension was rising until the final scene which is a classic larp format)
We are two, kinda three groups that already play separately and have known each other for nearly a decade but never been in the same room all together. We specifically want to come together, and do something all together. We have a lot of ttrpg experience. We know the pitfalls, we know the dangers. We're prepared to face them!
Then I would recommend again the LARP route, either as a "light indoor larp for 10 people" or at a 10 people faction at a larger game. When I was active part of an online RPG community, we would join a LARP per year so we could play a large faction and see each others IRL. Often it was more the "Barbecue LARP format" so the not that great one but you end-up doing a barbecue and getting beer in a ridiculous costume
Thanks for the suggestion. I don't think this is the route we will go but I'll keep it in the back pocket.