Fortunately, there are TTRPGs out there besides Dungeons and Dragons. At this moment, the newest incarnation of the beloved tabletop franchise has dark clouds looming over it. The dark clouds are a result of the controversial OGL 1.1 updates, which in essence, limit the creativity and potential of profit for third-party creators. One look at how many games were based on the OGL is enough to see why this is problematic. With all these bad vibes going around Dungeons and Dragons as a franchise right now, it’s a good time to start expanding one’s tabletop RPG horizons.
Thankfully, there are plenty of tabletop RPGs out there for nerds to enjoy. While no two TTRPGs are the same, people may find similar vibes in other board games. For those that love the tactical crunch of a good 5e fight, then Savage Worlds is a fantastic alternative. For people who like political intrigue in a fantasy setting, Chronicles of Darkness may suit them better. In any case, these tabletop games are worth a shot, as it tells Hasbro and Wizards of the Coast that they aren’t the only successful tabletop game in town anymore. Plus, it’s very fun to try new things.
Savage Worlds
Savage Worlds is a generic tabletop system that’s great for first-time Game Masters. The generic system is great because it allows for a whole plethora of settings to be played in, not just the standard “swords-and-magic” approach of most tabletop RPGs
Being a generic system has given rise to several fanmade and official settings. It’s likely that if the player is itching for some particular setting, Savage Worlds can scratch that itch. Settings that use Savage World rules include the likes of Deadlands, Achtung! Chtulhu and Mutant Chronicles. There are plenty of generic systems, but none are quite as hectic as Savage Worlds.
Traveller
The long-running Traveller franchise is one of the earliest tabletop RPGs ever made, starting in the grand old year of 1977. For context, Dungeons and Dragons were made only 3 years prior. Despite their proximity in creation, Traveller diverts the traditional narrative flow of tabletop RPGs at the time.
For starters, Traveller encouraged the creation of established characters with full careers. The setting, primarily the interstellar “Spinward Marches”, Traveller made for some fantastic space opera adventures. It has had several editions throughout the years and remains a cult classic among tabletop fans.
Mythras
Dungeons and Dragons are popular thanks to their accessible fantasy setting. Still, for players wanting that familiarity in a different world, Mythras is a solid alternative, especially so for people that love to build characters. Everything from origins to skills is handcrafted for the player to do for themselves.
Mythras is also great for any level of fantasy. Whether it’s the low fantasy of something like Game of Thrones or the high fantasy of a Lord of the Rings, Mythras is quite capable of giving players a satisfying experience. It’s faster and flashier than the traditional 5e without losing any depth in its combat.
Chronicles of Darkness
It’s arguable that in of popularity, especially in the early 2000s, The World of Darkness was never far behind (mostly due to Vampire: The Masquerade). That said, the system that the older system used was ripe with flaws, and those flaws were smoothed out with the release of Chronicles of Darkness.
Effectively a reboot of the beloved setting, Chronicles of Darkness is for fans of urban fantasy. So, for anybody who wants to roleplay Nicolas Cage’s Renfield, this is the game for them. Overall, the modern setting of World of Darkness and its gritty portrayal of classic horror fantasy made it incredibly unique.
13th Age
Dungeons and Dragons have had hundreds of creative talents come and go through their doors, and sometimes, these talents make games of their own. Such is the case when Jonathan Tweet (who worked on 3e) and Rob Heinsoo (who worked on 4e) decided to make their own game: 13th Age.
It shares a lot of DNA with Dungeons and Dragons, such as the use of the d20 system. However, the difference lies in the focus on narrative. There’s far more emphasis on roleplay and improvisation. The core setting, the Dragon Empire, is also familiar yet just unique enough to give Dungeons and Dragons players a twinkle in their eye.
The One Ring RPG
Considering the sheer amount of inspiration Dungeons and Dragons took from Lord of the Rings, it’s shocking that it took this long for a tabletop game to be made. The first edition of The One Ring came out in 2011 and is set shortly after Bilbo’s return from his adventures in The Hobbit.
Much like its source material, The One Ring RPG features fellowship, bravery, and tons of travel. The “fate” mechanic adds a lot of tension to the adventure, as the corrupt powers slowly break down the players’ hope. Still, just as the Fellowship overcame Sauron, so too can the player overcome the dreaded bad rolls.
Through the Breach
Stepping away from the familiar realms of classic fantasy, Through the Breach is instead set in a magitech nightmare world, Malifaux, based on the Industrial era. The player takes on the role of the Fated, characters whose lives are intertwined, each spiral bringing them closer to their ultimate destiny.
Perhaps the biggest difference to Dungeons and Dragons is the lack of dice. Instead, players use fate cards to resolve conflict, making it more like a card game. Still, the vibe it keeps from Dungeons and Dragons is the importance of bonding with party . No Fated can brave Malifaux on their own.
Warhammer Fantasy Roleplay
Although its sister franchise Warhammer 40k has long outstripped it in of popularity, it’s still important to the roots of Games Workshop’s success. Warhammer Fantasy Roleplay is an absurdly bleak yet nevertheless loveable tabletop RPG set in the world of Warhammer.
many properties such as Dungeons and Dragons, Paranoia and Call of Cthulhu. The core gameplay will certainly be very familiar to d20 players, but the key difference lies in the worldbuilding. There’s a significantly higher chance in the world of Warhammer to be eaten by talking rat people, and that’s part of the fun.
GURPS
Sometimes, it’s just too difficult finding the right replacement for 5e. In such cases, it’s probably best to just build a new tabletop from scratch. GURPS, or “The Great Unnamed Roleplaying System”, is the king of generic roleplaying systems. It has no inherent story or lore, just pure mechanics.
This means it has even more sourcebooks than other generic systems such as Savage Worlds. There are hundreds of sourcebooks for pretty much any setting or genre, so for players who want a fantasy world with tons of customizability, GURPS is a great system to get into. It’s overwhelming at first, but the sheer versatility is worth the effort.
Pathfinder (1st & 2nd Edition)
There couldn’t have been any other game more fitting as an alternative than Pathfinder. A spiritual successor to the much beloved Dungeons and Dragons 3.5 Edition, it lovingly recreates the vibe of Dungeons and Dragons while making strong improvements to the core gameplay. Notably, Pathfinder was the game of choice for fans who didn’t like 4e back in the day.
Pathfinder is Dungeons and Dragons in its purest form, barring the obvious name change. The lore may have been changed, and some mechanics are given more depth, but it’s the best game for scratching that Forgotten Realms itch, should players choose to move to the new world of Golarion.