Four non-D&D games that show the breadth of TTRPGs

@TiQuinn For what it's worth, I think The Quiet Year is a great example of the breadth that RPGs have to offer. I haven't played it, but I have played Microscope, which is even less of an "inhabit a individual role" game. Sure, they're more on the "storytelling game" side of the spectrum, but that kind of variety is what makes the hobby interesting! (And definitional gatekeeping arguments aren't, so let's not go there.)
 

log in or register to remove this ad



@TiQuinn For what it's worth, I think The Quiet Year is a great example of the breadth that RPGs have to offer. I haven't played it, but I have played Microscope, which is even less of an "inhabit a individual role" game. Sure, they're more on the "storytelling game" side of the spectrum, but that kind of variety is what makes the hobby interesting! (And definitional gatekeeping arguments aren't, so let's not go there.)
agree with all those points.

My 4:
GURPS Traveller
Fiasco
Torchbearer
Microscope
 



7th Sea (for the differing genre and much different mechanical system that is still heavy like D&D)

FATE (for the open genre and lighter mechanical system that can be used for any type of game one can think of)

Fiasco (for the narrative, theatrical, non-combat side of roleplaying)

Paranoia (for the humorous side of roleplaying)
 

Call of Cthulhu - for horror, investigation, and non-leveled character ideas
Masks: A New Generation - for superhero genre, narrative game with PbtA-style mechanics
James Bond 007 - for alternative and licensed genre emulation
Dread - for radically different mechanical options - and definitely use an official Jenga set, NOT a knockoff
 


HILLFOLK: D&D is all about resolving actions and has minimal ability to run a game about people's relationships. Hillfolk is all about resolving Drama. Run this to show that TTRPG's can be about relationships.

AMBER: A number of strong differences. I would run this to show a unique way of building characters, as well as being the classic diceless resolution system.

TOON: A game where the focus is not on improving, or getting stuff, or achieving goals. It's purely about being funny.

FIASCO: You don't need a GM to run a TTRPG. Also an example of a system with a more structured approach to a game session.

Any system which has a GM setting challenges for players to overcome but rolling dice, and thereby achieve some sort of reward seems pretty close to D&D to me in basic ethos. The above are examples of ones that do not.

Honorable mentions: BLUEBEARD'S BRIDE -- Not the usual focus, plus all players control the same character. MOUSEGUARD -- separating a session into GM-drive and player-driven segments. MY LIFE WITH MASTER -- nothing unique to sit, but mixes high structure, player-driven, non-D&D-like goals and strong relationship rules
 

Remove ads

Top