Why do you play games other than D&D?

I want to preface this by stating that everything I'm about to say is a matter of subjective, personal preference. This is why I play different games, not why you should.

In the mid-80s, I played Fighting Fantasy as it was the first game I was able to get my hands on, dabbled a little in basic D&D but settled on MERP as the game of choice because it seemed more interesting and advanced. Later on, after I had moved on to Rolemaster, I found a comment in our quarterly MilSims mail order catelogue that Rolemaster was gaining popularity with "the D&D-bashing crowd". This lead me to decide I like that crowd, and they must be justified and RM was clearly the better game, with D&D a game of simplistic hack-and-slash for roll players. Thus, I was an anti-D&D snob through most of my teen years. We tried plenty of different games (with MERP/RM as the staple) but no one in my circle who was interested in D&D was interested in running it, so it didn't get played. Also, AD&D had dumb things like illusionists who cast weird, silly spells like colour spray, and their most powerful spell made a coloured ball or light or somthing? Dumb.

When 3e came out, I saw that it had been changed to take on a lot of things that seemed very familiar to RM. I gave it shot and felt it was much better than the game I had imagined AD&D to be. I played a reasonable amount of 3e, Mongoose Conan and Mongoose Lonewolf. In the end though, I found the NPC and monster builds to be too cumbersome for too little payoff and after a few years, I'd had enough. There is nothing there for me enticing me to go back.

I tried 4e and ran a campaign for about 18 months. Far and away the worst system I've actually run for any extended period of time. It has no redeeming features, IMO.

After 4e, though, the OSR was getting into full swing, and I was intrigued. It got me to go back and take a look at AD&D with a open mind and became enamoured of the idea of player-skill dungeon crawl with factions and a lot more than combat. I discovered that AD&D was actually amazing for this sort of thing. Since then, I've realised that early iterations of D&D are really, really good at certain things -- dungeon crawls, exploration-heavy hexcrawls, operating with large parties including henchmen and troops and segueing into domain play. Over time, I've decided that B/X does this better than AD&D and that, ultimately, my ideal D&D is mix of B/X and ACKS, especially all the campaign tools in ACKS. However, the only sort of game I'm likely to run with this mix of rules is a dungeon-crawler, so if I'm not running a dungeon crawl, it's no use to me.

I looked at some of the playtest material that was released for 5e and it didn't take too long for me to recognise that 5e was never going to do anything for me that I couldn't do better with a different system. If I want dungeon-crawling, I have B/X/ACKS. For other styles of games, I have different rulesets entirely.

If I want to run Dark Sun, Al Qadim or Planescape, I'll do it with Mythras. If I want to run Forgotten Realms, I'll do it with Rolemaster. To me, these are vastly better systems than 3, 4 or 5e. I find that Mythras does a much better job of bringing the settings I mentioned to life than the various hacks of the D&D system that were used in their official versions. Defiling magic, summoning and binding djinn, factions and brotherhoods, piecemeal armour -- all these things, adn more, work much better in Mythras.

For the more vanilla Forgotten Realms, the Rolemaster system allows me to emulate most of the traditional D&Disms, but with a more interesting combat system, the fun of crits, and a lot more versatility for players in designing characters, where the professions are much less constrictive than D&D classes.

And, of course, if I want to run space pirates, X-files, X-com, completely unrestricted build fantasy, supers or any number of other things D&D doesn't even attempt to specialise in, of course I'm going to use a game that isn't D&D.

So, in summary, I play games other than D&D because I've arrived at the conclusion that the only thing D&D ever did really well was dungeon crawling, exploration heavy games with big parties and the potential for domain play. The earliest versions did this best, so I'll potentially use them for that sort of game. However, I like to play a wide variety of different types of game and when I'm choosing the best game for anything else I'm interested in running, it's never going to be D&D.

And, I want to finish by reiterating that these are my subjective preferences. People are welcome to love and play any version of D&D they want, as much as they want, for any reason they want, and I have no interest in trying to convince them they shouldn't.
 

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D&D serves me well for straightforward heroic fantasy with a visible sense of power progression.

If I want something grittier but still has that dungeon-crawling fantasy aspect, a lot of OSR clones are ideal choices. If I want something with more character customization options or on the apocalyptic dark fantasy side, then Shadow of the Demon Lord/Weird Wizard are ideal alternatives.

Powered by the Apocalypse games are ideal for more freeform games where players have increased agency in steering the narrative, and the 2d6 + modifiers as a nigh-universal resolution mechanic is very easy to remember.

World of Darkness game lines not only take place in the modern world, they also have much stronger social intrigue aspects in its settings and adventures. Unlike D&D there's more of a social expectation that PCs will be antiheroes or deeply flawed at best. A lot of D&D adventures and campaigns have more typical heroic expectations by contrast.
 

Without thinking too much and going off the cuff:

•I feel that D&D has evolved in a direction that isn't well suited to handle the types of stories that I want to tell as a GM or explore as a player. (Sometimes, even when the material was originally written for D&D.)
•There are times when I want a game more focused on breadth of play and (for a lack of better words) "horizontal advancement" rather than the +N treadmill of number stacking built into D&D.
•I feel there are other games that cover similar territory as D&D, but do so in a way that handles things like magic and a sense of adventure in a way that is more satisfying to me.
•Sometimes I want to play a different genre than fantasy.
•I vote with my wallet. Right now, WoTC isn't selling a product that provides what I want. Other companies are, and the gravy on the potatoes is that I also feel better about supporting some of those companies.

In the past year, I've mostly played GURPS 4th Edition and Dungeon Crawl Classics.

Looking forward to 2026, I backed OSRIC, so I'll likely try running that. One of the groups I game with is starting a Fallout-inspired GURPS game; if I can attend a few sessions, I would like to. I'll likely explore the various offshoots of DCC. A few people at work have expressed interest in trying Edge of the Empire.
 

I want to preface this by stating that everything I'm about to say is a matter of subjective, personal preference. This is why I play different games, not why you should.

In the mid-80s, I played Fighting Fantasy as it was the first game I was able to get my hands on, dabbled a little in basic D&D but settled on MERP as the game of choice because it seemed more interesting and advanced. Later on, after I had moved on to Rolemaster, I found a comment in our quarterly MilSims mail order catelogue that Rolemaster was gaining popularity with "the D&D-bashing crowd". This lead me to decide I like that crowd, and they must be justified and RM was clearly the better game, with D&D a game of simplistic hack-and-slash for roll players. Thus, I was an anti-D&D snob through most of my teen years. We tried plenty of different games (with MERP/RM as the staple) but no one in my circle who was interested in D&D was interested in running it, so it didn't get played. Also, AD&D had dumb things like illusionists who cast weird, silly spells like colour spray, and their most powerful spell made a coloured ball or light or somthing? Dumb.

When 3e came out, I saw that it had been changed to take on a lot of things that seemed very familiar to RM. I gave it shot and felt it was much better than the game I had imagined AD&D to be. I played a reasonable amount of 3e, Mongoose Conan and Mongoose Lonewolf. In the end though, I found the NPC and monster builds to be too cumbersome for too little payoff and after a few years, I'd had enough. There is nothing there for me enticing me to go back.

I tried 4e and ran a campaign for about 18 months. Far and away the worst system I've actually run for any extended period of time. It has no redeeming features, IMO.

After 4e, though, the OSR was getting into full swing, and I was intrigued. It got me to go back and take a look at AD&D with a open mind and became enamoured of the idea of player-skill dungeon crawl with factions and a lot more than combat. I discovered that AD&D was actually amazing for this sort of thing. Since then, I've realised that early iterations of D&D are really, really good at certain things -- dungeon crawls, exploration-heavy hexcrawls, operating with large parties including henchmen and troops and segueing into domain play. Over time, I've decided that B/X does this better than AD&D and that, ultimately, my ideal D&D is mix of B/X and ACKS, especially all the campaign tools in ACKS. However, the only sort of game I'm likely to run with this mix of rules is a dungeon-crawler, so if I'm not running a dungeon crawl, it's no use to me.

I looked at some of the playtest material that was released for 5e and it didn't take too long for me to recognise that 5e was never going to do anything for me that I couldn't do better with a different system. If I want dungeon-crawling, I have B/X/ACKS. For other styles of games, I have different rulesets entirely.

If I want to run Dark Sun, Al Qadim or Planescape, I'll do it with Mythras. If I want to run Forgotten Realms, I'll do it with Rolemaster. To me, these are vastly better systems than 3, 4 or 5e. I find that Mythras does a much better job of bringing the settings I mentioned to life than the various hacks of the D&D system that were used in their official versions. Defiling magic, summoning and binding djinn, factions and brotherhoods, piecemeal armour -- all these things, adn more, work much better in Mythras.

For the more vanilla Forgotten Realms, the Rolemaster system allows me to emulate most of the traditional D&Disms, but with a more interesting combat system, the fun of crits, and a lot more versatility for players in designing characters, where the professions are much less constrictive than D&D classes.

And, of course, if I want to run space pirates, X-files, X-com, completely unrestricted build fantasy, supers or any number of other things D&D doesn't even attempt to specialise in, of course I'm going to use a game that isn't D&D.

So, in summary, I play games other than D&D because I've arrived at the conclusion that the only thing D&D ever did really well was dungeon crawling, exploration heavy games with big parties and the potential for domain play. The earliest versions did this best, so I'll potentially use them for that sort of game. However, I like to play a wide variety of different types of game and when I'm choosing the best game for anything else I'm interested in running, it's never going to be D&D.

And, I want to finish by reiterating that these are my subjective preferences. People are welcome to love and play any version of D&D they want, as much as they want, for any reason they want, and I have no interest in trying to convince them they shouldn't.
As a fan of AD&D, B/X, ACKS, and Rolemaster, I support this message. I do, however, enjoy Level Up as a 5e that lets me run the game I want. For old school-feeling play that isn't D&D, I also whole-heartedly support any and all of Kevin Crawford's Without Number series of games. Pick your genre, or mix'n'match, you won't go wrong.
 

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