I got back into RPGs with 5e and though "wow, this is incredible - everything's so streamlined and well thought out!"
...then I started adding in 13th age tools (one unique thing, icons, etc) and thought "this is amazing!".
Lately I've been playing more narrative RPGs like FATE, dungeonworld and Baron Munchhausen... and they're again blowing my mind.
What are the new trends in RPGs? I've seen some of the kickstarters for different systems but nothing really stands out as being as innovative and "game changing" as the narrative RPGs.
Does anyone have anything they see as advancing the industry?
How far back do you want to go? Because I'm going to give some selected highlights from the past 15 years; Baron Munchausen was first published in 1998.
2002, as far as I'm concerned, was just about the nadir of the RPG industry. The D20 boom was running like kudzu all over everything selling like hot cakes with no one else getting a lookin, and d20 certainly isn't right for everything and was seldom innovative (most d20 games were effectively Fantasy Heartbreakers). The oWoD had run out of steam - there is only so much metaplot you can sell.
Over the next two years, to very little fanfare, we have three massively influential games even if one of them is one very few have heard of. The obvious one is that the first published edition of Fate came out in 2003 - but that needs no introduction for you I think

It's very good but there's nothing groundbreaking that I can think of. The second one is 2004's Castles and Crusades which was, I think, the first of the OSR games to get any significant traction. And the third was the critical darling My Life With Master in 2003. (There was also in 2003 D&D 3.5 popping the d20 bubble, and there was in 2004 Vampire: the Requiem and the New World of Darkness)
The OSR (Old School Rennaisance normally but there's some disagreement) are a group that said "The D&D game Gygax played and taught but never actually explained properly in the books was
awesome and we want more of that and less of the post-Dragonlance fluff-and adventure paths. We're all playing this and have learned quite a few things since 1985". My strong recommendation from the OSR is
Vornheim. And some of their advice is very good as well if you want to dungeon crawl. But it may be a dead end for you and I'm not the best person to describe it.
My Life With Master was the first genuinely innovative output of The Forge (and Paul Czege). To step back from there, The Forge is a now defunct web forum that was dedicated to two things. First incubating independent RPGs (Fate actually had support there). And the second half of the mission statement was something like "All those promises made by Vampire: the Masquerade and other games like it are brilliant and we want to play games like that. It's a pity it doesn't deliver them. Let's see if we can fix that." And after waffling a lot about GNS (don't ask!) and other things they did.
My Life With Master is built round a generic story plot ("You are minions of an evil overlord who mistreats you, and are looking for love or at least compassion. Sooner or later the evil overlord is going to mistreat you or the local NPCs until one of you goes pop and tries to kill them - running is futile.") The plot's a simple one, the rules are simple, and the mechanics push you in the direction of the plot. So no matter what the overlord is or the hapless minions are it's going to play out in a few hours with a very predictable three act story structure. It's awesome but not worth playing more than about three times.
And people looked at that and went
bonkers. "IT'S NOT A ROLEPLAYING GAME IF YOU CAN'T PLAY ANY ROLE. AND AFTER YOU'VE FINISHED YOU CAN'T KEEP THE CHARACTER IN THE WORLD." Seriously, there were flame wars about whether it was an RPG so Czege (who was more interested in creating and playing games than the definition of an RPG) shrugged and said "OK. Let's call it a story-game then. I don't care." And if you see people talk about story-games that's the root of the term.
The one shot game "Dread" (whose ENWorld thread is on the front page) is one of the following self-contained limited time games that fit a genre rather than a setting, a survival horror game using a jenga tower as the mechanic. To try something complex pull a block or even several. Knock the tower down and you die, end of story. And the lead game in this group is probably 2010's
Fiasco which is GMless and as much storytelling as RPGs as you in an hour and a half using a playset create a Cohen Brothers movie based round a fairly tight fit to the five act structure.
Tabletop did a pretty good playthrough.
And there was a lot of innovation in the wave following that and a lot of questioning assumptions:
- When do you roll? - D. Vincent Baker with Dogs in the Vineyard (an amazing game about what you are willing to risk - or about Mormon Paladins in a West that never was) gave an answer by (instead of looking at task resolution) looking at where freeform roleplayers hand over the narrative and rolling at those points for minimal intrusiveness to newbies. (Vincent Baker's wife, a game designer in her own right, is first and foremost a freeform roleplayer and he knew he had a hit when she automatically reached for the dice).
- Is it possible to be successful at what you were trying to do but unlucky with it? Or fail and be lucky with it? (Answer: Yes! to the first, and sometimes to the second) How do you represent that without a hugely complex set of rolls? Vincent Baker's Dogs in the Vineyard uses opposed dice pools and overlaps for a game of consequences and risk. The Cortex Plus family of systems answered that with opposed dice pools in which you took the two highest but 1s were failures.
- Can we have more interesting relationships between the characters arising from the system than 'You met in the inn/are looking for work?' Fate 3/Spirit of the Century/Dresden Files had you write the other PCs into your backgrounds and vise-versa. Dread uses loaded questions based on the scenario. Smallville has the first session being drawing a large relationship map for the PCs and major NPCs.
- Can character development be other than straightforward numbers increasing while keeping the game open ended? Smallville (alas Out of Print) has the concept of "Challenging your own values" as the most powerful possible move - and after you've done that once in a session you have to re-decide and re-write what you hold dear. Apocalypse World is based on the idea that mechanically what you are is your position in the world - and your advanced move can be to change playbook/class - i.e. change your role within your society as a huge change.
- Can we make things easy for the GM? Or potentially even abolish the GM Yes - by providing asymmetric characters (NPC statblocks can be anything down to non-existent), partial successes provide inspiration and even the relevant degree of challenge. And you map the world as you play - with the GM preparing relatively little and shifting most of the load to the rules and to the GM.
- Building the world during play. Microscope is probably the big game here - but a lot of games have the world growing out of the choices of the table including Fate when in the 90s this was generally considered a no-no.
- How can we design for personal emotional engagement? Make the core questions relateable (not "can you loot the dungeon?"), give the PCs connections to each other and the world, and make the mechanics unintrusive (the longer you look at the mechanics the less emotionally engaged you are).
I could list other examples. And then D. Vincent Baker (who is for my money the best current RPG designer) drew it all together in 2010's
Apocalypse World. As written it's a "marmite" game - either you love it or you hate it, in part because Vincent Baker's writing style was deliberately overwrought because people really hating your game is free advertising. But it brought all the above strands together into one coherent and fast and easily playing whole; Dungeon World is a watered down derivative.
Monsterhearts meanwhile is a distilled derivative if you like the teen horror genre, and is a deconstruction of the genre in all the best ways. It also uses the concept of 'Broken moves' - most of the things you start off mechanically able to do even when they go well aren't quite what you intend. And because it does all this via a solid and incredibly hackable game engine,
Apocalypse World has spawned a lot of hacks.
There was also a period where the biggest budget publishers were producing some very interesting work that some loved and some hated - in 2008 WotC came out with D&D 4e which went back to the drawing board and instead of the hacked tabletop wargame that D&D was made a hacked tabletop RPG/MMO (complete with conflict as well as task resolution). Fantasy Flight Games went all in on the succeed/fail vs lucky/unlucky by requiring special dice first with 2009's now out of print Warhammer Fantasy Roleplay 3E (which also had inbuilt risk/reward mechanisms) and then 2012's
Star Wars: Edge of Empire (and sequels). But no one else really has the budget to build on what they were doing and both D&D 4e and WFRP 3e have been abandoned.
The Heist genre has been looked at extremely effectively twice (three times if you count Fiasco) - Cam Banks'
Leverage and John Harper's
Blades in the Dark are extremely different games (Blades being much grittier than Leverage) but both of them superb.
There's also a trend towards microgames like John Harper's
Lasers and Feelings which get everyone onto the same page pretty fast and can produce a session with no prep at all. I've played a few but have no idea which (other than L&F) the big ones are.
And of the oddballs
The One Ring (getting Tolkein right) and
Chuubo's Marvelous Wish-Granting Engine (magical realism/slice of life) are definitely worth mentioning.
Note: Smallville and Marvel Heroic Roleplaying are both part of the excellent Cortex Plus family but out of print after the licenses ended;
the Hacker's Guide has the actual core rules used in both - and I'm looking forward to the Sentinels of the Multiverse RPG which will effectively be MHRP 2E from what I've seen (and we can produce all the official characters).