How We Roll Gaming

Overview

How We Roll Gaming is a bi-weekly tabletop RPG podcast with hosts Daryl, Nick, and Robert, exploring what makes great games work—for both players and game masters. Each episode breaks down the craft of play: practical tips, storytelling techniques, better scenes and pacing, memorable NPCs, and the choices that create lasting table moments. Alongside this, the hosts share insights and stories from their own gaming experiences, all grounded in a shared love of RPGs and the ongoing pursuit of better games and better stories.

Latest episodes

  • 1h 04m

    Please Hold - Placing a Campaign on Hiatus

    Sometimes a campaign needs a break—but when is a break a hiatus, and when is it actually the end? This episode, we talk about the reasons campaigns get put on hold, from scheduling problems and life changes to GM burnou...

  • 1h 13m

    Everybody Wants To Rule the World - Making Memorable Villains

    What makes a memorable RPG villain? We explore how Game Masters can create compelling tabletop RPG villains with clear goals, distinct personalities, meaningful weaknesses, and motivations beyond simply "being evil." We...

  • 1h 15m

    Hyperdice Explained - Making Any RPG Star Wars (with special guest Alex Damon)

    This episode, we're joined by Alex Damon of Star Wars Explained and Hyperdice to talk about taking a familiar galaxy in a new direction. From choosing and customizing a non-Star Wars RPG system to becoming a first-time G...

  • 1h 19m

    Lean Into It! - Encouraging Roleplaying at the Table

    Roleplaying doesn't require a great voice, a dramatic performance, or a background in theater. It's about finding a way into your character and feeling comfortable enough to play them. In this episode, we talk about how...

  • 1h 35m

    Beyond the Skywalkers - Making Star Wars Your Own

    Daryl, Nick, & Robert kick off with a recap of the GenCon 2026 D&D/Wizards of the Coast announcement that sparked confusion over whether Edge Studios still holds the Star Wars RPG license (they do), which leads into a de...

  • 1h 31m

    RPG Glory Stories - Villains We Love To Hate

    Every great RPG campaign has a villain the players never forget. In this RPG Glory Stories episode, Daryl, Nick, and Robert share stories about the masterminds, monsters, rivals, and Big Bads they loved to hate. Tune in...

  • 1h 28m

    Anatomy of a Campaign - Delta Green: Impossible Landscapes

    Anatomy of a Campaign begins with one of our most ambitious RPG experiences: Delta Green: Impossible Landscapes. Nick shares what it was like running this acclaimed published campaign, while Daryl, Nick, and Robert disc...

  • 1h 12m

    Roll Proud - LGBTQ+ Representation in Gaming

    This episode, Daryl and Nick welcome Betsy and Lauren to discuss LGBTQ+ representation and inclusion in tabletop gaming. Betsy talks about building welcoming tables where everyone can feel comfortable being themselves, w...

  • 1h 21m

    Let's Stat an Overpowered Adversary - The Mandalorian and Grogu

    Robert is away, so Daryl and Nick are left unsupervised for another installment of Let's Stat an Overpowered Adversary! This time, they're diving into a galaxy far, far away to build RPG stats for Din Djarin (The Mandalo...

  • 1h 09m

    Are We Having Fun Yet? - Reading the Room as a GM

    This time out, the crew talks about one of the most important GM skills: reading the room. Knowing when players are engaged, when they're checking out, and when it's time to pivot before the campaign stalls out completel...

  • 1h 09m

    Exit Strategy - Handling Player Departures

    Sometimes players leave campaigns—life changes, schedules shift, or interests move on. In this episode of How We Roll Gaming, we discuss practical and creative ways to handle player departures without losing the momentum...

  • 1h 19m

    Dead Men Tell Tales - Turning Character Death Into Great Storytelling

    Character death doesn't have to end the story—it can elevate it. In this episode of How We Roll Gaming, we explore how to handle player character death in ways that respect players, enrich the narrative, and turn loss in...

  • 1h 14m

    War of the Words - Engineering Social Encounters

    Social encounters shouldn't hinge on a single die roll—and in this episode, we break down how to make them dynamic, player-driven, and memorable. With richer NPCs, meaningful choices, and real consequences, because talki...

  • 1h 10m

    Learning a New System - Beaming Into Star Trek Adventures 2e

    We're diving into Star Trek Adventures 2e—as new players and a rookie GM! Join us as we fumble, learn, and explore starship combat, alien encounters, and storytelling on the fly. Come along as we boldly go where no dice...

  • 1h 05m

    Derailed - What Happens When No One Follows the Tracks

    This time on How We Roll Gaming, we dive into the art of embracing chaos, rolling with the unexpected, and turning total derailment into unforgettable storytelling. Because sometimes the best adventures are the ones you...

  • 1h 09m

    You Say You Want Some Evolution - Alien Evolved Edition

    In this episode, we compare Evolved Edition to first edition—breaking down rules refinements, stress mechanics, campaign play tweaks, and whether the updates make it deadlier, smoother, or just different. Is this a true...

  • 1h 40m

    Roll Credits - Adapting Other Media to RPGs

    On this episode, Daryl is joined by guest co-host Lauren to talk about RPGs adapted from movies, TV, books, and more. What do they expect when a favorite franchise becomes a tabletop game? They break down what makes thes...

  • 56m

    GM's Little Helper - Letting Players Help You in a Session

    The tables turn this episode as we talk about how players can help the GM keep the game running smoothly. We dig into practical examples like tracking initiative, taking session notes, and even rolling for NPCs—small ass...

  • 1h 12m

    Finish Him? When (Or If) Adversaries Should Go for the Kill

    In this episode, Daryl, Nick, & Robert explore when - or if - adversaries should go for the kill against player characters. We discuss balancing tension, fun, and expectations, and how lethal choices shape the story and...

  • 1h 04m

    Our Session Zero Manifesto - 2026 Edition

    Daryl, Nick, & Robert are back with an updated take on our Session Zero Manifesto. After another year at the table, we talk about setting expectations, aligning playstyles, and making sure everyone's on the same page bef...

Social

@howwerollgaming.com

🧟 WALKING DEAD: MUERTO LAS VEGAS Vegas was dangerous BEFORE the dead started walking. You have $20, whatever you're currently wearing and ONE place on the Strip to loot. Where are you going first? 😂👇 #HowWeRollGaming #WalkingDeadRPG #TTRPG

@howwerollgaming.com

Star Trek Adventures Momentum system

@howwerollgaming.com

Every RPG group has at least one cursed die. You know the one. The die that rolls terribly when you need it most, then suddenly becomes a champion when you're making an unimportant check. What's your most cursed die? 🎲 Cursed Dice Society: merch.howwerollgaming.com

@howwerollgaming.com

Horror RPG quiet moments

@howwerollgaming.com

Horror GM: “You hear a noise behind you.” Player: “I don't.” GM: “What?” Player: “I DIDN'T HEAR IT. I KEEP WALKING.” 😂 Finally, someone understands survival. What's YOUR #1 horror RPG rule? 👇 #HowWeRollGaming #TTRPG #RPGHumor

Reviews

Sorted by:

No reviews yet.

Login to leave a review.

Other entries

The World Was Young
Tools & Platforms

The World Was Young

English
Worldbuilding
Free
The World Was Young is a collaborative, worldbuilding card game. By marking a shared map in response to prompts with different combinations of Tones and Verbs, you build the history of a game setting over three Ages, creating lands, peoples, conflicts, and legends together. The end result is a deep setting ready to play in your favorite TTRPG system.  TWWY replaces the GM-generated, seldom-read background doc with a deck of cards and a table full of creative voices. Players and GM share the creative load, and the gap between player knowledge and character knowledge shrinks. Session Negative One Session Zero has improved TTRPGs by increasing communication between players and GMs. It helps ensure that everyone is on the same page about safety, the type of game being played, characters, and more. But it doesn’t solve a major pain point. Even if they’ve read the twenty-page setting background from the GM, players arrive at Session Zero as outsiders. The problem is that players need to create characters that are native to that world. How do we bridge that gap? How do we overcome that outsider status? The World Was Young brings players into the worldbuilding process from the beginning, increasing their investment and ownership of the setting before the game even begins. The twenty-page setting doc is replaced with an hour and a half of group worldbuilding. The result isn’t something that the players read. It’s something that they helped write. Players can weave their characters into threads they helped spin across the history of the world. Maybe their PC is the last of a civilization of Orcs destroyed hundreds of years ago. Or perhaps the descendant of a forgotten monarch. Whatever the choice, the table has an understanding of that character from the beginning. When the GM references the ancient civilization of sentient Axolotls that was destroyed a thousand years prior, she doesn’t have to lore-dump anything; the players already know about that civilization.

Read more

D&D is for Nerds
Actual Play & Podcasts

D&D is for Nerds

English
Dungeons & Dragons
Actual Play
Australia’s most popular Dungeons & Dragons actual play podcast! Set in the world of Ogg Nott, a place full of mystery and intrigue - if only the players knew it was ending. Listen to this award winning podcast as our heroes delve deep into adventure, with each season bringing a new story, new characters, and new threats to face. New listeners can start at any season, but veteran listeners will find themselves following a greater story, set over centuries. Links sanspantsradio.com - Official website spotify.com - Spotify feed podcasts.apple.com - Apple Podcasts feed sanspants-radio.fandom.com - D&D is For Nerds wiki (part of Sanspants Radio wiki)

Read more

State of tabletop - 2026
Guides & How-to

State of tabletop - 2026

What 10,000 registered users tell us about the systems people want to play Back in April we took our first analytical look at the numbers on Groupfinder. It was an overview of the active posts on the platform. Based on the games and player posts on the platform we came to the (obvious) conclusion: contrary to some niche opinions - D&D is still the king in the tabletop scene. Since then a lot of changes have happened: **Groupfinder just passed 10,000 registered users**, and 84% of them joined in 2026. Now based on all the numbers we can see on Groupfinder, we have written up a second iteration of the article. A little something we now call "State of tabletop".  All the data is based on **4,277 player profiles and 2,686 groups** from 56 countries all over the world. A bigger data set allows us to draw better and more concise conclusions. Of course one has to keep in mind, that the numbers presented here only represent what we can see within the boundaries of Groupfinder. And the lovely people using the platform to find players or games. Compared to the first time, we have split the "pathfinders" into two: 1E and 2E. Pooling those systems together was a mistake. An oversight I admit was in no way helpful to presenting the data and the tabletop scene. This time, we are hopefully showing the data in a more transparent and logical manner. The road to 10,000 The dominance of D&D Beyond just D&D Where the GMs are needed Play styles: OSR, PbtA, FitD and SWADE How people play Do groups actually fill up? The Groupfinder Library Are you contributing to the numbers? The road to 10,000 For most of 2025, Groupfinder was growing at a quiet pace. A few dozen sign-ups every month. Then November happened and users started discovering us more and more. /images/general-media/1791299708_3O0GzTlx.pngRegistered users at the end of each month Since November 2025 we've averaged about 850 new users every month, and it hasn't really shown any signs of slowing down. The summer dip (June and July) was expected and reflected in the user growth: Vacations happen, campaigns pause. But August and September have been two of our busiest months ever. When we wrote the first report in April, the platform had less than 5,000 registered users. Since then, we have exceeded that number by an increment of two. The dominance of D&D **The crown hasn't moved.** Dungeons & Dragons is still the system most people come to Groupfinder for, either as players or as GMs looking to assemble a group. **Groups**: 59% of all groups ever posted on Groupfinder are for some edition of Dungeons & Dragons. This mirrors the ~60% we saw in April. Now that our data set is larger, we feel comfortable, that the ballpark popularity sits in that range. **Players**: 73% of player profiles list D&D 5E, and 35% list the 2024 revised rules (5.5E). Players can pick several systems on their profile (on average they pick 2.7), so there is an overlap. But it also means that at least three out of four players are looking for a D&D game. **5E vs 5.5E**: The 2014 rules are still far ahead. For every group running the updated 2024 version, there are 3.6 groups running 5E. Among players the gap is narrower - roughly two 5E players for every 5.5E player. The new rules have a bigger player count than there are games to choose from. Starting out and not sure where to begin with tabletop gaming? The approach hasn't really changed: find a Dungeons & Dragons group first. There are simply more games to choose from. Beyond just D&D The encouraging part hasn't changed either: players who play D&D do move on to try other systems. Once we set Dungeons & Dragons aside, here is where the rest of the interest goes. /images/general-media/1791295582_PINPTalX.pngPathfinder 2E draws 2.6x the interest of Pathfinder 1E, which still makes the top 5 on its own. **Pathfinder, now in two parts.** Split apart, Pathfinder 2E is comfortably the most popular system after D&D: 104 groups and 663 player profiles. Pathfinder 1E is smaller, but far from retired: it still makes the top 5 on its own, and with 48 groups it has more tables than Vampire or Call of Cthulhu. Old-school crunch has a loyal following. **The new top 5.** Compared to April, Vampire: The Masquerade has overtaken Call of Cthulhu, and Daggerheart holds on to second place barely a year after release. Cyberpunk RED drops to sixth. Partly because Pathfinder 1E now takes a spot on the graph of its own. **The rising indies.** Just below the top, Lancer (mech combat with a big narrative heart) and Shadowdark (old-school dungeon crawling with modern rules) are both past 100 mentions. Keep an eye on them for the next report. Where the GMs are needed Popularity is one thing. How easy it is to actually get a seat is another. So for each system we compared how many players are interested in it with how many groups are running it. /images/general-media/1791299934_OD1gA30E.pngHow many players for every game post **The horror and grit crowd is waiting for a GM.** Call of Cthulhu, Cyberpunk RED and Vampire: The Masquerade all have 9 to 12 interested players for every group. If you have ever wanted to run one of these, you won't be short of players. Even Pathfinder 2E and Daggerheart sit above the average. If you are a player of these systems, don't wait for a group to appear: post your player profile with the system tagged, so GMs who are on the fence can see there's an audience. And if you're that GM on the fence - this is your sign. Play styles: OSR, PbtA, FitD and SWADE Some of the most interesting games out there cannot be labeled one game system. Dozens of games share the same core rules or the same philosophy, but each one gets its own name. On a system-by-system list they look tiny. Grouped together under one "family", we can get a better idea of the numbers. We sorted every system in our data into four families, using published game lists (see the sources at the end): - **OSR and NSR** (Old School Renaissance and "New School Revolution") - games that recreate or remix early D&D play: deadly, rules-light, player skill over character sheets. Shadowdark, Old-School Essentials, Mothership, Mörk Borg, Dungeon Crawl Classics, Dolmenwood, Cairn and many more. - **PbtA** (Powered by the Apocalypse) - games built on Apocalypse World's "moves" and 2d6 rolls, where every roll pushes the story forward. Monster of the Week, Masks, Dungeon World, City of Mist, Kult: Divinity Lost and others. - **FitD** (Forged in the Dark) - games built on Blades in the Dark: crews, heists, stress and clocks (progress trackers). Blades in the Dark itself, Slugblaster, A Fistful of Darkness and others. - **SWADE** (Savage Worlds Adventure Edition) - one generic engine with many official settings. Savage Worlds itself, Deadlands and Pathfinder for Savage Worlds. /images/general-media/1791298479_n23oMjiY.pngCounted as one family, OSR games have more groups than Pathfinder 2E **The old school is bigger than it looks.** No single OSR game makes our top 10 on its own. Shadowdark comes closest in 9th place. But put them together and OSR games have 114 groups, more than Pathfinder 2E's 104. Add the original pre-3rd edition D&D rules (OD&D, AD&D 1E and 2E, B/X, BECMI) and the old-school crowd grows by another 17 groups. **PbtA is the storyteller's niche.** 39 groups is modest, but every PbtA group has 6.3 interested players waiting. Every single PbtA group we could see runs online. **Forged in the Dark is the hardest seat to find.** With just 10 groups and 7.4 interested players per group, FitD is the style where players outnumber tables the most. Blades in the Dark accounts for most of it. If you have ever wanted to run a heist, the crew is already here. **Savage Worlds is steady.** 25 groups, and all of them run the core rules rather than a named setting like Deadlands. It is also one of the styles most often played around a real table (28% of its groups), together with Shadowdark. A note on counting: groups run one system each, so the group numbers are exact. Player profiles can list several systems, so a player who ticks both Shadowdark and Old-School Essentials is counted twice in the OSR family. That's why we lead with groups here. How people play **Online is the default, but the table is underserved.** 81% of groups play online, while only 65% of players are looking for an online game. Flip it around and the in-person side looks very different: 35% of players want a game at a physical table, but only 19% of groups offer one. That works out to almost 3 players for every in-person group, versus about 1.3 for every online group. If you are a GM with a spare seat at your kitchen table (or a friendly local game store), you are in demand. [Browse the players near you](https://groupfinder.gg/players) - the radius search will show who is close enough to join. **Campaigns rule.** 85% of groups are running a campaign (a longer story played over many sessions), 14% are one-shots (a single, self-contained session) and 1% run West Marches or living-world games (a shared world where players drop in and out of sessions). Daggerheart is the exception worth pointing out - 27% of its groups are one-shots, more than double D&D 5E's 11%. People are still trying it on for size. **Every system has its own table fingerprint.** Where and how people play changes a lot from system to system. /images/general-media/1791299345_BaWJDt9f.pngDaggerheart is the one-shot system, Shadowdark is the in-person one. A few things stand out. **Shadowdark** is the most in-person system we track - a third of its groups meet at a real table, and old-school dungeon crawls clearly love a physical map and a pile of dice. **Daggerheart** has the most one-shots (27% of groups): people are still test-driving it. At the other end, **Pathfinder 1E** is almost entirely online campaigns - only 4% of its groups are one-shots. When you've invested in a character that crunchy, you want to keep playing them. **Weekly is the rhythm.** 63% of groups meet every week and 15% every other week. Monthly games are rare, at just 2%. **Where everyone is from.** Half of our users are in the United States, followed by the United Kingdom (9%), Estonia (7% - hello, home crowd), Canada and Germany. In total, users with a location set come from 56 countries. Do groups actually fill up? When a GM closes their group post, we ask why. 909 GMs have answered so far, and **57% closed because their table was full.** 24% say they found their players here on Groupfinder, and another 33% filled the table elsewhere. Only 12% gave up because they couldn't find enough players. A further 13% decided they couldn't or didn't want to run the game anymore - which happens to the best of us - and the rest picked "Other". Sure, we might be a bit biased here, but one in four tables finding its whole party through us feels like a good start. We'd like that number to be a lot higher by the next report. The Groupfinder Library We still believe that showing players more than one system keeps the hobby fresh. That's why the Groupfinder Library exists. It is a growing collection of game systems, tools, creators and communities. Maybe you came here looking for a D&D game and leave curious about Lancer's mechs or Mothership's creeping dread. Your first game doesn't have to be D&D. Every system named in this article has its own library entry, so you can read up before you commit. Are you contributing to the numbers? Whether you are a GM looking for a party or a player looking for a home, your post helps us understand where the hobby is going. **Looking for a game?** Create your player profile and let GMs find you. **Looking for players?** Browse the groups looking for players or post your own table. Till next time, for another State of tabletop

Read more

Looking for a group?

Find a tabletop group to join or players to invite. Groupfinder is a free looking-for-group platform. By players, for players.