Randomised RPG suggestions
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rpgsuggestions.bsky.social
Randomised RPG suggestions
@rpgsuggestions.bsky.social
An automated TTRPG experiment by @periaptgames.bsky.social. Posts randomly-generated ideas.

May misspell "lifepaths" due to technical reasons. Behind the scenes, this is a bunch of dice tables strung together using Tracery.
A flat random encounter system
November 12, 2025 at 10:20 AM
Reaction rule for GURPS.
November 12, 2025 at 6:20 AM
It might not seem as important as the rulebook, but in my experience having at least one novel artwork is crucial for a compelling game.
November 12, 2025 at 2:20 AM
Compendium of tightly-focused crowdsourced rules. Remember, clerics matter!
November 11, 2025 at 10:20 PM
🟢 flow clue 🟢 chess piece-based hex map 🟢 etiquette feature
November 11, 2025 at 6:20 PM
How about a mysterious politics-esque game powered by a single hack.
November 11, 2025 at 2:20 PM
Not every game has a stunt system, or levers, or HP. But a robust game has at least one of them.
November 11, 2025 at 10:20 AM
Here's a way to tackle the Life Point Problem: ignore the rules doc and just rely on hexcrawls! Let me know if it works.
November 11, 2025 at 6:20 AM
Here's a way to tackle the Movement Problem: ignore the errata page and just rely on failures! Let me know if it works
November 11, 2025 at 2:20 AM
Even if you're running an alienating retroclone game, you should consider using an attritional character growth system!
November 10, 2025 at 10:20 PM
Make a game inspired by (a) Lancer and (b) a haunted doll. But instead of tallies, use bottle caps
November 10, 2025 at 6:20 PM
Here's a new attempt to answer the Equipment Purchase Problem: just use tallies to track characters. It's a lot quicker – especially in dynamic games!
November 10, 2025 at 2:20 PM
A colourful game of Traveller involves astronomy and getting a lecture from the GM about inclusiveness!!!
November 10, 2025 at 10:20 AM
I tried designing a decision-based world generation method and immediately ran into the Glory Question!
November 10, 2025 at 6:20 AM
A good game of (the) GLOG involves lava diving and getting a lecture from the GM about morality.
November 10, 2025 at 2:20 AM
Not every game has safety tools, and not every game has stories. But you probably want at least one of them if your game is meant to have a classical feel
November 9, 2025 at 10:20 PM
Start building a sort of piratical slash mythos game inspired by HEMA! It could have dynamic vibes.
November 9, 2025 at 6:20 PM
Any game that's in what we might call the "point-accumulating interesting modern" subgenre should let the players ignore one discovery crystal
November 9, 2025 at 2:20 PM
Having at least one deep backstory can help you deal with the Spell Slot Question
November 9, 2025 at 10:20 AM
A new attempt to answer the Action Economy Question: just use bottle caps to track trophies. It's a lot quicker – especially in meditative games!
November 9, 2025 at 6:20 AM
If you don't like games that are surreal, maybe try out a cogpunk-ish game with a novel escalation ruleset
November 9, 2025 at 2:20 AM
How about an utopian-ish version of Tunnels & Trolls where the whole game boils down to a single resolution method?
November 8, 2025 at 10:20 PM
My response to the HP Dilemma: why not just playtest a rule from Blades in the Dark? Seems awe-inspiring!
November 8, 2025 at 6:20 PM
Here's a random idea: A fairytale game made unique by its trap accumulator!
November 8, 2025 at 2:20 PM
Here's an idea whose time has not yet come: 3D-printed index cards for Fate!
November 8, 2025 at 10:20 AM