Intro
Context
If you're new here, the important context for this post is that I played almost nothing but D&D (3.5, then 5e) from the beginning of my time in TTRPGs when I was in highschool (let's say 2005ish) until the time I went to GenCon in 2022. For 15 years, give or take, the Dungeons and Dragons ecosystem was what colored how I saw TTRPGs. There were extremely brief glimpses into other games which were still D&D adjacent - I recall very early on playing the original version of Rolemaster with some grognards at the FLGS, and I had hopped onto (and quickly dropped) Starfinder at its release. I knew ABOUT other games, certainly - Vampire: The Masquerade was that game all the horny weird kids I didn't associate with played (I was the OTHER kind of weird kid, the dual class band/theater kid), Shadowrun was D&D But Cyberpunk, but I had no way to get any of those books and certainly nobody around to play them with.
Also, quick aside - you're gonna see a lot of links in the rest of this article. None of them are affiliate links, I don't make money from anything, I just want you to have context for what I'm talking about if you find it interesting.
Beginnings of Beginnings
I don't think I got to play any games at GenCon 2022, but I got to meet a number of my fellow ENnie nominees and learn what they were all about, and that was enough to sell me on quite a few games. I was ahead of the curve on the sea shanty trend, so I was very happy to get my hands on a copy of Shanty Hunters then. My other big purchases were Colostle (a game that I sadly started to flip through and then stopped, which you can read more about in this post), Ryuutama, and the Old School Essentials core set + Halls of the Blood King and The Isle of the Plangent Mage. But it really wasn't until 2023 when I started playing Mothership with my friends at Project Derailed that I really started breaking out into playing other kinds of games. That was also the year I ran Kids on Brooms for Hunters Entertainment at GenCon and ended up meeting Tony Vasinda of PlusOneEXP and learning about the wide world of zine games. When my 8 year long D&D game died in 2024, I knew it was time to start hunting for more. (It also didn't help that I went a little too hard on some crowdfunded games, some of which have wrapped production and have been filling my thoughts as of late, some of them are still on the horizon.) 2024 also marked the year where I started learning about all the blog content I'd missed back from the G+ era and The Forge era of the early 2000s (again, back when I was just getting into RPGs and was fully entrenched in the D&D ecology, shoutout to the Giant in the Playground forums).
That's A Lotta Words...
Too Bad You Aren't Reading Them
So like, I get it. You found D&D, or Pathfinder, or one of the other current spinoffs of them and you like to play it and you're like "HELL YEAH BROTHERRR, I'm gonna dedicate all my time getting good at THIS GAME and I'll never need to learn ANYTHING ELSE because my attention span is FINITE." I get it. I was like you, once. The issue is, when you don't venture out beyond the walls of your enclosure, you miss out on how other people are doing things, which means you're missing out on all kinds of inspiration and tools to make your life easier no matter what game you're playing or running. Here are some things I've learned from games that aren't Dungeons & Dragons:
The Clock In San Dimas Is Always Running
Something I've seen in Yochai Gal's "Beyond the Pale," Micah Anderson & Nate Treme's "The Batrachian Swamps," Brad Kerr's Hideous Daylight (EDIT: that's what I get for posting late at night, sorry!) and scattered around in watt's "Cloud Empress" books are explanations of the timeline of events of a campaign assuming the PCs don't exist/don't intervene. (Critically, these are for smaller stories - like, one-to-two-shot length, not big massive drawn out campaigns.) Having clear views of what the basic plot of the adventure is means that you've got eyes on the characters' motivations. You don't need to randomly roll encounters as your PCs move around, nor do you have to try to route the characters one way or another. You, as the GM, know the basic plot of what the most important characters in the story want, and so you know where they might be when they players go poking around. Furthermore, you might think that this is just an excuse to railroad the players but personally I find it to be quite the opposite as long as you're not shoehorning that basic plot back in. If, for example, you know that the first day of the story that Bob the Wizard goes to Fantasy Costco to buy a Staff of Plot Importance, but instead the players get to Fantasy Costco first and buy the staff, it's not that the players have ruined the game but rather that you can chart the clear consequences of these actions throughout the rest of the adventure. Maybe Bob the Wizard tries to take the staff from the PCs. Maybe by Bob not having the staff, the big bad guy that's supposed to be released on Day 7 will now stay trapped and instead it will manifest its desires some other way. By having a physical outline of how the plot would go without PC intervention, you can still run the other parts of the simulation in your mind instead of having to randomly bullshit something together at the last minute! It helps!
Only Roll When Failure Is Interesting (But Wait, There's More!)
One of the things I find in people who played a lot of D&D 3.5 or Pathfinder is that they get rock hard for the extreme simulationism of rolling for every action. "You're climbing the ladder with no time pressure. It's a ladder that will be able to hold your weight and the only way you could fail is by extreme random happenstance. Can you just do it? No! Roll to climb! There's a 5% chance you get a spasm in your back and fall to your death." Now, I think enough time has passed that many of those DMs will glide past the boring parts - unless they're wargamers, in which case, good luck, you're going to roll for every flap of your buttcheek as you do a stealth mission - and this course of action (the skipping past, not the buttcheeks) is something that is made explicit in most games now. Monte Cook's Cypher System games certainly call it out, and I feel like they're the next logical stepping point for people trying to wean off of D&D - between 1. what I refer to as "coupon clipping" where you stack what abilities and items you have at your disposal to numerically try and lower a challenge to 0 which means you don't have to roll for it and 2. the insistence of reducing the mechanics of the system to operate entirely within that system while encouraging you to flavor the actual challenges however you want, if you're playing with a crew who just can't seem to shake the habit of rolling for everything, it provides a mechanized way of going "Ok, it's a Difficulty 1 task. You have a skill that helps. Congratulations, you don't need to roll, can you please stop asking to roll for walking and chewing bubblegum at the same time thankyouverymuch." I think that's a valuable deprogramming tool to teach people the joys of not simulating every single part of the experience.
What I did not experience until very recently, however, is the idea of not just rolling when failure is interesting, but rather only rolling for what thing is interesting if you fail. This epiphany came thanks to My First Dungeon's interview with Mikey Hamm and Laena Anderson in preparation for this season's game Slugblaster (which Hamm wrote, and which Anderson is a member of the longest running AP podcast of the game, Quantum Kickflip). There's a bit in this interview where they mention the Action Roll, Slugblaster's catch-all "Roll To Do A Thing" roll, and they mention using the Action Roll for things like trying to move your finger two inches to tap your phone because you're tied up, or for things like resolving an entire gang fight. This was, to me, much what I assume it's like to be on those drugs where you experience complete ego death, become one with the universe, and have a brief moment where your consciousness is connected to every other consciousness and suddenly all things become clear. By being willing to go "OK, what part of this interaction is the actually interesting part - is it that you're fighting a giant slug? Or is it that the giant slug is blocking your way to your escape route, so while fighting the slug is a natural consequence of the narrative, the actual interesting part is the challenge it provides as you're escaping?" I think being able to do that kind of in-narrative root-cause analysis to figure out what the actual motivation of the characters in the scene is balanced with what the narrative needs of the players and GM (or Slugmaster, in this case) is absurdly slick, especially considering one of the most consistently frustrating things about D&D (even for people who love the game!) is the absurdly long combats!
Make The PCs' Backstories Matter, But Not Like That
We all know the stereotypes: Timmy has written a seventy-six page backstory of all the legendary deeds of his Level 1 Ranger which he expects every other player to know and interact with and for the DM to cater to his desire to live out a heroic fantasy; meanwhile, Johnny has scoured the forums for the most optimized build and has exclusively made decisions about his character based on the most mechanically optimal selections - if he bothers to justify anything, it will only be offhandedly in the moment and is generally more interested in playing the build than actually playing a character that engages with the story. I've been both of these people. You probably have too. In fact, there are a number of things that show up in 5e D&D - Backgrounds, Personality Traits, Goals, Bonds, Flaws, the Trinket Table - that actually show up in many other games as well and are extremely impactful to the gameplay experience. But you know how many times I've filled out any of those other than the Background in 5e? Not even once - because only the background is mechanically relevant, and everything else is just sort of there to be a personal reminder to you on how you want to play your character. And that sucks, because other games make that shit the whole point of the character you're playing.
Chris McDowall's games are probably the easiest thing to point to here - Into the Odd, Electric Bastionland, etc all have the very fun and fast character creation that boils in your equipment, your background, and just a little flavor to help inform who your character was right up until the point in their life that you took control of their life as a player. My most direct experience with this was actually playing Cairn (as GM'd by Joseph R. Lewis) at Gamefacecon a few weeks back - despite me and another player picking the same archetype and thus having the same starting equipment, we both rolled vastly different spells which informed each of our characters' playstyles and personalities and ended up completely different from each other. Cloud Empress' classes and starting packages for each class end up doing a lot of heavy lifting establishing what part of the setting your character might come from and what they would know or care about. And the biggest thing with all of these, in all of these games, aside from teaching you the patience of being okay with random rolls for integral parts of your character, is that none of these are mechanically different enough from any of the other options. Yeah, one option might give you a cooler piece of starting equipment or a little bit more money than another, but the critical thing is that in a lot of these games, that level of granular balance just doesn't matter at the character creation level - you can just be invested in figuring out WHY the character is the way they are, not just WHAT they are in terms of a statblock.
I would be remiss to have a section about the use of character backstories without bringing up The Between - while you do pick a character archetype, you're specifically forbidden from talking about your character's backstory until you do something which triggers you talking about it - either using a resource to get out of trouble or by sharing a vulnerable scene with another player. I've found this allows you to dial in precisely the amount of investment in your character's backstory as you might want - in the game I played, any opportunity I had to explain my character's backstory I just improvised something about the prompt on the spot and just allowed that to inform the character going forward. I could theorize about what that character's backstory might have been - but it was all ultimately important only when it was important and not when it was not!
Crunchy Games Can Still Make Backstory Matter
"But Adam!" you say, "I like making a series of extremely mechanically important choices that impact my character's playability! I like perusing large lists of character options! Am I not allowed to have a game that gives me both interesting robust character options AND meaningful character backstory choices?" Well buckle up, buckaroo, because you want to start smoking whatever the fine folks at Mythworks have been smoking. They publish the aforementioned Slugblaster, but they've also published The Wildsea and the level of granularity you get while making characters for that game while also somehow being very quick to get through is a level of tech I do not understand how it was achieved. Every pillar of your character's place in the world comes with a number of choices you can make about what items or abilities they have available to leverage, and since each of these items also function as your characters' hit points, you can make all kinds of choices! And the fun thing is, because again this is a game that does not care about the kind of balance you find in simulationist games, it literally doesn't matter what you prioritize in your character build from a mechanical standpoint! Just make a cool guy - I made a hulking mushroom chef with a fuckhuge cooking pan and a magical Game Boy that blasted people with energy! It's just that easy!
As an aside, I think Felix Isaacs might take umbrage with me referring to The Wildsea as a crunchy game because once you get outside of your character creation options it truly is not - but in terms of "a game that gives you a number of mechanically different options to choose from" I would say that part is probably the crunchiest bit. But that leads me to my next point...
Prioritize The Things You Think Are Cool: or, POSIWID
You can learn a lot about a game creator's intent by looking at what things are mechanized. Dungeons & Dragons is a roleplaying game about fantasy heroes, yes, but most of the game's mechanics resolve around combat. The Purpose of a System Is What It Does - Dungeons & Dragons' purpose is to save the day through overwhelming violence. Ryuutama has many of the same things as Dungeons & Dragons - still dragons, still adventuring, still saving the day, but most of the crunchy bits of the system pertain to simulating travel including only a few pages on combat and almost all utility spells. Ryuutama is a game about taking a journey - the fantasy heroics and violence are secondary. Cloud Empress is also explicitly a game about travel - although it, as a hexcrawl, mechanizes its modes of travel quite differently than Ryuutama. Much of Cloud Empress' mechanics (partly as a function of being derived from The Panic System, the name of the core system that Mothership runs on) pertain to mitigating the stress you receive while traveling, much of which is gained from engaging in violence or seeing Things That Should Not Be. Cloud Empress is a game about surviving a journey in a horrifying, beautiful world. I feel like I beat this drum in every post, but my point here is that when you as a player or GM want to explore a certain kind of story, it can be helpful to choose a game that wants to tell the same kind of story.
Not Every Game Takes A Million Hours To Understand Enough To Play
This was probably the most important thing I learned from exploring games that aren't D&D. I remember spending sleepless nights on forums doing character optimization theorycrafting. I remember poring over books upon books upon books, searching for the most optimized options for various kinds of challenges - whether it was just building a particular kind of character I could see in my head, or if it was things like "How to be able to cast level 9 arcane spells, divine spells, and psionics before level 20" or any other number of things. If we were more open about talking about autism and ADHD 20 years ago I'm pretty sure my parents could have just turned over my internet history and my stacks of character sheets to any psychiatrist and gotten that diagnosis rubber stamped pretty much immediately. There was a thrill in that kind of mastery - spending every waking hour to memorize all of these extremely particular things to be able to talk about with the few people IRL who I could actually talk to about D&D. Even with 5e, there was a time where I had a near-encyclopedic knowledge of character options and monster statblocks just by how much I interacted with them as part of running games.
Most games are not like this, and you won't know that if you don't read anything else. Like, the number of zines I own now that are complete, self-contained games inside of 40 pages or less is frankly absurd. The few games I have that are the same length as D&D still manage to fit their functional rules inside of 20 pages, and sometimes as little as a single page - most of the rest of what many games include these days are all GM tips and tricks, which again are extremely valuable to take away for any game that you play (and saves you the hassle of having to track down blog posts about various topics). The other good news is that so many games derive their lineage from other games (which are also short reads) that it makes onboarding to other games just that much easier. This is actually something I have particular feelings about vis-a-vis this blog's stated purpose, but that's an article for another day.
Every Game You Play Has Something To Steal Will Inspire You
Y'know how The Elusive Shift talks about the fact that nobody really knew how to play D&D at the beginning and so each table that played it each played it a little differently and it wasn't until people started putting out fanzines that people realized there was no unified play culture? You...wait, you don't? Go watch this Matt Colville video real quick.
Okay, so - in the earliest days of the hobby, there were no unified play cultures. There was no "you're playing the game wrong" because you didn't play it like they did in Lake Geneva, because nobody was policing each game table then and believe it or not, they still aren't now! You can play the game however you want! Why am I talking about this right now? Because if you're running a game for your friends, there is literally nothing stopping you from playing one game but stealing a mechanic from a different game if it'll make your game play more like you want it to. Do you really want to play D&D but find that the Blades in the Dark Progress Clock is a better way to track certain things happening in your game? Use it! Do you want to do an alternate universe game where you're playing the Baldur's Gate 3 characters in the world of The Wildsea? Figure out how to make the various character options work and just reflavor them! Do you see two games that are thematically similar but have different rules but somehow want to mash them together? Triangle Agency and Liminal Horror literally did this as part of Triangle Agency's crowdfunding campaign - and they're the people who made the game!
My point is, just like they tell you that taking in media outside of the genre you're trying to write for will make you a better writer, taking in games outside of the one you spent 15 years getting good at will only make you a better GM and player, because every time you learn how someone else approaches a problem in a way that is novel to you, you get the opportunity to stick that in your toolbox for just such an occasion that it might be useful rather than having to go into a situation unequipped.
Oh hell and I haven't even talked about all the blogs full of tools too! That'll have to be another time.
Outro
I still like playing D&D. I do. I've been playing an Out of the Abyss game for a while now that is almost over, and you'll still find me running D&D at GenCon from time to time. (Maybe this year too? Only time will tell.) I've got stacks and stacks of 5e books that I'd love to use, particularly the Goodman Games "Original Adventures Reincarnated" line. But I've also had a great time learning about all the other games that are out there - I've played a whole bunch over this last year in particular, and recently I've been getting more into sci-fi and sci-fantasy games like Salvage Union and The Electrum Archive. The game of The Between I've been playing in every other Monday for a few months just wrapped up, and I basically just played my character like a Castlevania character, which ruled. I've joined a bunch of Discords for various publishers and am getting into one-shots or several-shots for all kinds of things. I'm even going to be on a charity stream next weekend playing Trophy Dark, a game I've never actually played before! (Well, I've run The Wassailing of Claus Manor, which is like the same thing...kind of.) And I have had amazing times, even given the fact that most of the people I've played with have been total strangers! And I would have done NONE of this had I just stuck with D&D all this time. With that said though, every other game I play has also helped make me a better D&D player specifically because I can identify things in other games that I've enjoyed doing and can seek ways to recreate that experience while playing my cheesed out edgelord wood elf dhampir double-bladed-scimitar-wielding beast shape barbarian/rune knight fighter/way of the ascendant dragon monk who just got a Bloodfury tattoo.
OK I spent 12 hours on this post, I'm out. Catch you on the internet.
OK I spent 12 hours on this post, I'm out. Catch you on the internet.