RPG-style Board Games

What are your thoughts on RPG-style Board Games? What makes a good one, what do you like to have in the ones you play, and/or which ones would you recommend?

Define "RPG-style Board Game" as broadly or narrowly as you'd like -- for me it could be anything from a dungeon-crawler like Descent or HeroQuest, an overland adventure game like Runebound or Skyrim, a campaign-style puzzle game like Gloomhaven, or even an adventure dice-chucker like Talisman. It can be one of the D&D themed games, or Dungeon!, or sci-fi, or its own thing. Or even I suppose Outdoor Survival.
 

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FFG's Android remains one of my favorites. It was ambitious and bold, and perhaps tried to bite off too much to chew. While its mechanics are interesting, it also feels like playing 4 games at once. Then, each character has their own story going on which adds to the complexity.

It might sound like im dogging it, but im just pointing out its rough edges. It is very fun to play for folks who enjoy it and I havent seen anything like it attempted since.

Also out of obligation;
 

The Deep Rock Galactic board game is a lot of fun and fairly easy to learn. I made some rules for generating random missions for more variety than the brief guide for it included in the mission book.
 

I used HeroQuest as a "gateway drug" to (A)D&D when my boys were 10 and 8, to introduce them to the basic concepts of different character races/classes being able to do different things, the value of working together to achieve the game goal, the different types of actions you can take on your turn, and so on. After they were adept at the ins and outs of HeroQuest, I started them in a AD&D 2nd Edition (the current edition at the time) campaign, and we all had a blast. They're now 40 (almost 41) and 39, and they're still playing D&D, so I guess it took.

Johnathan
 

Boardgames are one of the secondary activities of my gaming group. We aim to meet weekly, and the #1 plan is to play an RPG. If the GM hasn’t had the time or headspace to prepare, we will usually switch to boardgames as a secondary option which we also really enjoy.

We have a few RPG-like board games, and they have different strengths which mean they scratch different parts of the RPG itch. Between us we have:
  • Tainted Grail and Etherfields by Awakened Realms. Both are card-driven, with character development, and strong story elements. Tainted Grail has an Arthurian feel, while Etherfields is very dream-like.
  • Sword & Sorcery is a fantasy dungeon crawler at heart, like HeroQuest tuned up and given a lot more moving parts. The enemy AI is very strong in Sword & Sorcery and so all the enemies feel very different.
  • Recently I acquired The Elder Scrolls: Betrayal of the Second Era by Chip Theory Games. This delivers a short, highly re playable campaign experience over three sessions using overarching plot structures with random events, dungeons, and side quests to make it endlessly replayable. The story element is not as strong but this game is more about the tactical combat and expansive character customisation that it supports.
  • We also have Mansions of Madness which is a Cthulhu Mythos based games of exploration, mystery solving and desperate combat.
Between them we have lots of options for more or less involved games and they can also be great as a secondary thing to do solo or with just a couple of people playing when all the group can’t make a session. We also have stacks of non-RPG-like boardgames which we play depending on what we are fancying at any particular time.

Boardgames are a bit more expensive than RPGs, but less expensive than something like miniature war games unless you want some hard to get and out of print boardgames on the secondary market. The last few years has had an explosion of cool boardgames.

What makes a good RPG-like boardgame? Interesting and fun mechanics like with most boardgames. For our group, we prefer coop RPG-style boardgames rather than ‘one v many’ exemplified by classic HeroQuest.
 

No experience with the current edition, but the original Car Wars was more than just a armed vehicles fighting each other, something that became increasing clear as stuff came out for the game encouraging moving beyond the arena. You could just use it for minimal context fights, but there was a weird RPG there that offered a lot more replay value. It eventually had an extensive post-Collapse setting (which seems adorably naive in 2025) though the AADA Road Guides, rules expanding to all sorts of vehicles that really weren't going to see use outside of campaign of some kind, solo "choose a paragraph" adventures akin to TFT's Death Test, and variant time periods (eg Chassis & Crossbows, for a more Mad Max feel) and other weirdness (magic in The Space Gamer, superheroes in Autoduel Champions) supported through Autoduel Quarterly.

The gimmick was that you weren't playing specific characters (at least until they could afford Gold Cross insurance for pseudo-immortality) so much as you were playing groups, or parts of a larger group. Your "PC" was often a single car or truck or small pack of bikes with its gunners and drivers (always have a backup driver) and support crew, and the other PCs were usually work for (or the founders of) some kind of organization, taking jobs like troubleshooting, escort and courier work, bounty hunting, ir even running a truck stop or just trying to rebuild civilization a bit. Took some buy-in, but you definitely saw even those fragile, minimalist (at first, anyway) sketches of people riding in those cars come to mean something beyond their stats.

If it wasn't for that style of play I don't think CW range would have wound up a tenth the size it did, although it did eventually smother under its own weight and waffling focus between the pure one-off wargamer and campaign play audiences. There were a few too many new bits and bobs in the Uncle Al's catalogs, a few too many oddities like Boat Wars that just didn't draw enough buyers, and then one day there was no further support in the pipeline and it withered away as so many unsupported games do. There are bound to be CW fans from both major camps still playing, but that's just a vestige compared to the scene I recall.

But that's probably not quite what you're after, so let's dredge up some other old games. SPI's Swords & Sorcery is dual-mode hex-and-counter fantasy wargame and a one-to-one scale hero-questing game, much like their take War of the Rings and to a lesser degree Freedom In the Galaxy. Either element can be played by itself, or they can run in parallel, and there are scenarios for all those options. The "questing" side of things is pretty simplistic for a true RPG, but it does include an actual character generation system as well as a bunch of named pre-gens, including the famous Gygax Dragonlord. Whos is a dragon. That lords over other dragons.

They also had two solo or semi-solo dungeoncrawl game, Deathmaze and Citadel of Blood. The later explicitly shared the S&S setting, with the Citadel being built over the hellgate and home of a succession of Dark Lords. Both of them had crude classes, lists of spells, magic items to loot, and rules for generating your own very, very simple characters to go a-delving. Deathmaze was alos memorable for one of the magic "potions" being just plain cannabis, which effectively acted as a haste spell because everything's moving so...slowly... Arguably closer to an actual (albeit super-light) roleplay experience than early Descent was, since at least it wasn't all pre-gens.
 
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