Top 10 Table Top Role-Playing Games

The one thing I always tell people who enter the hobby, people who typically enter the scene through Dungeons and Dragons is that while D&D is an amazing game, it is but a small piece of a much larger world. In today’s list, we explore some of the amazing RPG’s that have been made since Dave and Gary penned the grandaddy of role-playing games decades ago. I have focused this list with advice aimed at Gamemasters looking for great systems, but I think players should find this list entertaining as well. Note also I have only included games I have actually played or run and obviously, I have not played everything that has ever been written. I’ve also tried to focus on games that are actually still available today, obviously giving you a list of RPG’s you cannot buy and play today would probably not be terribly useful.

10. Star Trek Adventures

Star Trek is a franchise that has seen a lot of renditions over the years in the RPG genre and arguably, many of them made a respectable showing, but Star Trek Adventures is the game to beat.

I was a little bit hesitant about adding this game to the list because frankly, it misses the mark a bit with some of my criteria for this list, but I still think for Star Trek fans this is a great game.

The issue with Star Trek Adventures is that the books are poorly organized, written in a narrative style where rules and story are blended into the text making it difficult to use the books as a reference and the rules are, well, kind of complicated with a lot of high-level concepts that aren’t easy to teach. This makes the game difficult to get to the table and it’s a bit of a chore to run as a GM.

That said, if you can get past this difficulty curve, Star Trek Adventures does an amazing job of bringing Star Trek stories to a group ready to take on the intricacies of the final frontier and I think if you are a fan of Star Trek and want to experience it in RPG form, this is your game and it’s worth jumping through the hurdles.

The difficult thing with bringing Star Trek stories to an RPG, in general, is that it requires a lot of setting knowledge on the part of the players to really bring the stories to life. The terminology, Starfleets command structure and how ships and technology work, are all core knowledge that is required to get the most out of the game. The game does teach you all this, but typically players aren’t the ones reading the books and I think sitting down and explaining the Star Trek universe to players who aren’t already fans is going to take a very long time and probably won’t translate well. As such, this game should be approached with assumptions that players are already in the know and it then comes down to explaining how the rules bring all these setting concepts to life.

Being an Origins Award Nominee is indeed an honor, but I think they could have won if the game had better editing. The books writing style and organization is one of the failures of Star Trek Adventures.

Here Star Trek Adventures really shines as the connection between the intricate setting concepts and the rules of the game are in perfect sync and really bring to life the complexities of technology in the Star Trek universe. The intricate relationships of the command structure, the unique skills of the Star Trek universe, the way technology works and all of the history of Star Trek are all embedded into the mechanics in this rather perfect union.

It’s a lot of work to make Star Trek come together at the table, it requires knowledgeable Star Trek fans and a DM willing to study the intricate rules, but when the stars align, this game is a Star Trek fans dream.

For me personally, it was worth the stretch to get this one to the table as I’m a huge Star Trek fan but it comes with the above disclaimer and certainly wasn’t easy, it’s definitely for more advanced players.

9. GURPS (Generic Universal Role-Playing System)

GURPS has been a household name in the RPG community for decades, it’s been around nearly as long as D&D and Steve Jackson is a wonderful designer that makes a lot of really great stuff.

Published in 1986 by Steve Jackson, GURPS is a role-playing system designed to cover every setting and genre imaginable as a universal RPG system for all occasions. It was the first of its kind when it was published in a market where games were always published for specific settings and/or genre and despite decades of role-playing game publishing, it is even today a leading member of a small group of games that take this approach to role-playing.

GURPS is in its 4th edition of the game but unlike so many role-playing games that have many editions/versions, GURPS core mechanic has been largely unchanged and the 4th edition books are backward compatible with all material that goes all the way back to its original 1st edition which is a big plus for fans.

What makes GURPS special and the reason it’s on this list for me personally is that it’s a system that handles settings and stories that most other systems are ill-equipped to do so, the unique stuff typically not covered by other games.

This is the game I pull out when I want to run something really unique or very specific. In the last few decades, I have used this system to run westerns, unique science-fiction time-traveling stories, superhero games and modern police dramas.

GURPS also has amazing source material support, you would be hard-pressed to pick a topic that GURPS doesn’t have a sourcebook to support it, giving you specialized rules coverage for just about anything you can think of which is great for GM’s, in particular those exploring more unusual subjects for role-playing.

GURPS, as it promises, is well equipped to handle a wide range of stories and while it certainly can do the standard stuff like Fantasy for example, I personally find it excels more at times when you want some really specific customization and need a flexible system that can handle it.

If you are a fan of GURPS, this is a system that has coverage of settings and genres that have their own systems, for example, you can play Werewolf the Apocalypse using the GUPRS system. This is a great feature if you just want to stick to one system but try out a lot of different setting material.

Over the years I find I use it less and less often but this is because today there are so many RPG’s that handle so many specific topics that GURPS’s universal approach becomes less and less necessary. For example, I used to use it to run games like Star Trek, Dune or Aliens because games covering such specific genres and settings generally didn’t exist or were handled poorly, but today this is no longer the case and usually, when a game system focuses on telling a specific type of story or describing a specific setting, it will do a much better job of it than a universal system like GURPS can.

It’s still a great tool in a GM’s toolbelt however and I find that on occasion I still find a reason to use it. Don’t let the rumors of its complexity fool you, while GURPS is a very robust system that has great rules coverage, it is a very easy game to run with a very standardized system that is easy to teach. Great game, it earns its place at the tail end of this list.

8. Alien RPG

Free League Publishing has produced some really amazing role-playing games since their arrival in the role-playing market and Alien the role-playing game certainly qualifies as one of the good ones.

What I really love about Alien the RPG is that the people who wrote the game really understood not only the setting material but the core concept behind the Alien story. In particular, their attention to the structure of a good movie-driven story which is all about horror in space. They really get that concept of drama that rises from the unknown tension of being in a movie about Aliens that will kill everyone, but not really knowing how that story will evolve, what the details of this next iteration of the movie will be. Players that enter this game know that they are likely going to die, the question is how and of course their is always hope that, like in the movies, they will be one of the survivors.

The cinematic mode in the game is a great example of that specific design approach that really lets a GM tap into the heart of an Alien story setup. You have to realize that Alien(s) is based on a series of movies, which if you include all of the Alien movies, the expanded alien flicks like Prometheus and all of the Predator vs. Alien movies, this franchise is all about short, violent stories about humans interacting with these horrific monsters in space.

This cinematic mode is the perfect setup but if you want that tension to be something that rises over the course of many sessions, the campaign mode is a great way to slowly build up that tension to the inevitable clash with these monsters where players have an opportunity to get attached to their characters so that when that final moment comes, the horror is that much closer to home.

It’s a very simple system to learn and teach, there are some really great story modules that bring amazing alien tales to your table if you aren’t into writing one yourself and Free League Publishing games are masters of book organization that makes the whole experience that much better.

My one and only complaint about the game is that they use black gloss pages with white text in the book and I know that this is a design choice, but it’s really hard on the eyes, I wish publishers would stop doing this.

If you love the Alien movies as I do, this game handles the material beautifully and I would argue that in terms of games on this list, Alien the RPG is the king of one-shots. This is a game that is tailor-made for bringing a group of players together for an all-day event and because it’s such a simple system and game, it’s perfect for introducing the concept of role-playing to non-gamers.

Absolutely love this one, fantastic work coming out of Free League Publishing.

7. Star Wars (West End Games Edition)

The West End Games version of Star Wars is a bit more like the books rather than the movie, which is to say it’s a bit more gritty and serious version of the Star Wars Universe.

There have been a lot of games that tried their hand at bringing the Star Wars Universe to an RPG, but there is only one that gave George Lucas the middle finger and showed us what Star Wars should be and that is the West End Games take on the Star Wars.

This edition of the game ignores some of the fuzzy and often hard to swallow concepts that the movies represent like inept Storm Troops who can’t hit the side of a barn with blasters and the ridiculously stupid way the villains of the world behave when heroes come along to try to stop their evil plans.

West End Games allows Star Wars to be a bit more serious, it’s a world where Storm Troopers are elite soldiers not to be trifled with and the Empire is a serious threat that isn’t going collapse because a farmer from Tatooine learned to swing a laser sword around.

This more genuine take on the Star Wars universe is what West End Games was going for and I love it. It turns Star Wars into a more serious science-fiction setting, where a blaster to the face will kill you, where being shot at is actually dangerous and space battles are represented with a sense of realism that satisfies fans of the genre who wish the movies were a little bit less space fantasy and a bit more space reality.

I know it’s not everyone’s bag, but for me, a version of Star Wars that is no PG rated is just what the doctor ordered, this is my favorite version of Star Wars in RPG form. The system is easy to learn and teach and it makes itself far easier to bring to the table than the many efforts that followed like Edge of Empire or the D20 Saga version.

Great game, great system, takes itself a bit more seriously yet manages to nail the Star Wars universe perfectly and despite its age it’s still in print today.

6. Dungeon Crawl Classics

It doesn’t take itself seriously, but DCC has some really innovative mechanics that are easily portable to Dungeons and Dragons, the basis for this one which I consider a classic as its name suggests.

There are many variants of Dungeons and Dragons and though I think most would count Dungeon Crawl Classics among them, I would argue that it’s got its own thing going and really doesn’t quite count as such a variant.

DCC is more than just D&D, it’s Gonzo D&D, a game with some serious wackiness to it designed almost like a spoof of D&D, meant for a fun and silly approach to the fantasy adventure.

Now you can approach this game with some seriousness if you wanted to and really the system itself lends itself to that style of play as well with a great magic system and some really cool concepts for martial classes, but for me personally, I lean into the skid here. The game is written in a style that suggests that you should see it as a kind of comedy show and given how the adventures are designed, the artwork and general wackiness of the premise, everything about DCC makes this the ideal game for a sort of Mighty Python version of Dungeons and Dragons.

This game generates laughs and my friends and I were in stitches when running this one. It’s everything you love about D&D with a comedy twist and it simply asks you to let go of your inhibitions and grognard mentality and accept it for what it is, a light-hearted version of Dungeons and Dragons.

I recognize it’s not for everyone but personally, I love it, it’s a great game in particular in short stints, the funnel concept is amazing for a one-shot and there is plenty of meat on the bones to keep the laughs coming if you want to make a campaign out of it.

A metric ton of fun, yet a really well-designed game, it’s fantastic.

5. Forbidden Lands

If you are the type of GM that thrives on open sandbox and on the fly emergent story and gameplay, Forbidden Lands is the perfect game for you. Everything about this game screams improv.

The second Free League Publishing game on the list, Forbidden Lands is simultaneously an awesome concept, a fantastic take on the classic game of Dungeons and Dragons, while at the same time being a great fantasy setting all in one game.

I can’t say enough positive things about Forbidden Lands. It’s a survival game in a fantasy universe with very deadly mechanics and a really gritty feel to it putting it squarely in the OSR wheelhouse, yet its mechanics are sleek and modern, with an absolutely fantastic dynamic world-building concept at the core of gameplay.

Players are survivors of a world that has gone terribly wrong and they are charged with trying to find a way to not only survive in this harsh environment but to thrive. The world around them is completely unexplored and the players must follow dynamically constructed clues about what is out there and because the game is an open sandbox, every group is going to take its own approach on how to proceed.

Players don’t just contend with the monsters that dwell beyond the borders of their village but they must deal with the harsh realities of weather, basic necessities like food and water and the absence of proper civilization. There are no blacksmith shops to buy everything you need or taverns where you can easily access the basic necessities and comforts of life. Everything in this game is a struggle and players are always on the brink of death no matter where they turn. The only thing they can rely on is each other and this creates amazing table dynamics.

I adore Forbidden Lands and if your fan of Dungeons and Dragons, while this system is certainly wildly different mechanically, everything about it is going to be familiar nonetheless. An amazing experience, in particular in the hands of creative GM’s.

There are a few quirks in the game that I would say require some minor correcting like the Peddler class that has a way of spoiling some of the survival gameplay elements but these are easily house ruled issues that can be solved and there is a great community around this game from which you can get lots of great advice some.

Highly recommend this one if you haven’t tried it.

4. Vampire The Masquerade (5th Edition)

It’s a really well-designed game with a very poorly written book, but playing a vampire in the world of darkness is a gaming experience that is so much fun, its worth overcoming the hurdle of this terrible book.

I love White Wolf games, specifically their world of darkness setting and certainly Vampire The Masquerade has to be my all-time favorite game set in that world. The games 5th edition did a lot of housekeeping in terms of rules to give the game greater balance but really the big strength of this latest edition is how the mechanics of the game and the story of the game are properly connected. The mechanics really bring out the horror of being a blood-sucking monster in this latest edition by implementing the hunger system and trimming the fat off the disciplines to bring them more in line with a game of vampire politics rather than a game about vampires abusing each other with disciplines as was the case in past editions.

I love the new take on the game, I’ve been running this game for a couple of years and it just works to bring that Vampire story to life in all its gory splendor.

This game would be much higher on the list if it was not for the fact that the actual core rulebook for the game is an absolute nightmare to work with. This has to be an example of the worst kind of RPG editing in the history of RPG’s. Simply put, no matter how many times I have read the book and how long I have played this game, I still can never find a single bloody thing in that book. Everything about its layout and editing is completely illogical, the editors of this book should be fired immediately.

That said, it’s a simple enough game that after a few sessions you will have most of the important stuff put to memory and so really, the game has a natural flow and simple system that you can largely get away with running the game just with the storyteller screen in front of you. Being a vampire is a lot of fun and this game really gives that to you in every spectrum and definition of the classic monster.

Love it, if you have never played Vampire The Masquerade, I would argue you are yet to really experience the RPG hobby to its fullest.

3. The Song of Ice and Fire RPG: The Game of Thrones Edition

I’m a huge fan of The Song of Ice and Fire story and world and as such, I have huge expectations and demands from an RPG that tackles this setting. This game not only met those demands bar far exceeded anything I could have hoped this RPG to be. This is one of the best interpretations of a setting into an RPG I have ever had the pleasure to experience.

In the last decade, I have had a really wide range of gaming experiences, but without question one of my absolute favorites is a short six-session campaign I ran in the seven kingdoms using the Song of Ice and Fire RPG (The Game of Thrones Edition) <- Yes that is a mouthful.

The Song of Ice and Fire RPG has got to be one of the best translations of a setting into an RPG I have ever experienced, Green Ronin Publishing knocks it out of the park with this game.

All of the intricate relationships between characters, the house building and politics mechanics, the absolutely fantastic social combat rules, the gritty and really brutal combat mechanic and of course just the setting writing all come together perfectly in a game that conjures up the TV show and makes you feel like your part of it.

There is so much great writing in these books, the organization and GM advice you get really helps tremendously in bringing The Game of Thrones to life at the table. I especially love the character creation building that has the players working together to not just form an adventuring group but a sort of dysfunctional family.

As a huge fan of the books and the TV show, I had an absolute blast with this one and I’m certain I’m going to run it again in the future. Our game only lasted six sessions but it was one of the most memorable six sessions of my gaming career. In our story three brothers struggled against each other for control of the house the players built together and in that short period of time they were engaged in a Knights tournament, they fought The Mountain in combat, they fought alongside The Starks in war, they betrayed each other in cunning political games and ultimately destroyed themselves. It had absolutely everything you could possibly ask from a Game of Thrones story and this system helped bring it all to the table.

I love this RPG, it really is a work of art.

2. Alternity

Bill S. and Richard B. create magic in what is the unquestionable king of Science-Fiction RPG’s, Alternity. This is not only one of the best sci-fi RPG’s, it may very well be one of the best RPG’s ever made.

While all the games on this list I consider personal favorites I would happily play or run at any time, at this point in the list we are getting into the games that really define me as a GM and as a role-player and Alternity is certainly such a game.

There are a lot of science-fiction games out there but in my humble opinion Alternity is worlds apart, this is the single best science-fiction RPG ever written, period. The work of the super team (Bill S. and Richard B.), it is a combination of brilliant design and inspired writing.

Alternity covers all forms of science-fiction genres from X-Files style conspiracy, Near Earth, Post-Apocalypse to hard science-fiction and science-fiction opera. It does all of that under a single, flawless system that makes use of 4 core classes, yet is distinctively skill-driven.

I adore this game and have used it countless times in everything from time-traveling games to space exploration games and everything in between. It’s a very simple system, yet so robust that even though there are only 4 classes you will never make the same character twice.

The game’s handling of technological eras, concepts like mutations and cybernetics, ship combat from hard science reality style to Star Wars space opera style, is all handled with perfection in this one game.

As if this wasn’t enough, Alternatiy has some of the best supplements for an RPG I have ever read including the absolutely astonishingly awesome StarDrive campaign which I say without reservation is the single best RPG setting ever written, period. The fact that it’s supported by this fantastic system is just icing on the cake of perfection.

I know that availability on this one might not quite hit the criteria for the list, but this is a game that was over-printed so finding books in the 3rd party market is actually quite easy, you can find it on Amazon or Ebay at very reasonable prices. There is a new edition of the game that was put out, I don’t know anything about that one so it should not be confused with the original TSR version.

I have not a single negative word to say about this game, it’s perfect. If you want science-fiction, it begins and ends with this game.

1. Dungeons and Dragons

The one and only Dungeons and Dragons makes the top of the list which should come to the surprise of no one!

While my desire with this list was to expose my readers to other RPG’s for their consideration, this list would be a bald-faced lie if I did not put Dungeons and Dragons in the number one spot.

D&D has had many editions over the years, but in each era in which it appeared whether it was 1st, 2nd, 3rd or 5th edition, Dungeons and Dragons was always my number one, favorite game to play. The only exception in the last 30+ years of my gaming life when that wasn’t true was during the brief period when 4th edition D&D was the current version of the game. I really didn’t like that version and it was the only time that I would not have put D&D as my number one choice of RPG.

I consider all of the editions as members of my D&D toolbox and as a DM, I’m more than happy to run any edition (except 4th) and I would typically do so for different reasons. I will very soon create a top 10 versions of D&D list which would include various retro-clones, spin-offs and re-imagining into this category and certainly if pressed I could put the editions of D&D in order from favorite to least favorite, but all and all I have enjoyed all of these games and I consider every one of them excellent RPG’s.

I’m certain however if I was pressed today to pick my favorite version of Dungeons and Dragons, the one I reach for when a fantasy story pops into my head that I want to explore there is no doubt that “my” preferred version of the game is 1st edition BECMI (Basic, Expert, Companion, Master and Immortal). Typically I would use a modern retro clone like Old School Essentials if we want to get strictly down to the specifics, but ultimately 1st edition Basic D&D for me personally is the simplest game to run, the one that sticks to the D&D concept the best and is the most fun for my players. It’s fast, challenging, easy to learn and teach and above all, fun as hell. It’s D&D in its purest form.

Some Honorable Mentions

There were quite a few games that were cut from this list and though I would argue for good reason, I do think they deserve a courtesy nod for being in contention.

Star Wars Edge of the Empire is a game that teases me with one of my favorite franchises of all time and it certainly was a contender, but in the end the narrative dice system, while clever is just too fussy and demands far too much from a gaming table. I like the ingenuity of it, but it misses the mark for me personally and certainly doesn’t compete with my favorite take on the Star Wars universe.

Warhammer Fantasy Role-play 3rd edition like Star Wars Edge of the Empire has a clever take on role-playing with its narrative dice, but I find it has the same issue as its Star Wars follow up. Too much fucking about with translating these dice to make something useful out of them at the table. I want to love the concept because conceptually it’s really good, but it’s just too impractical at a gaming table and its board game approach to RPG management distances itself too much from the hobbies traditions and assumptions. It was a good effort with a lot of really great writing and I use the game for inspiration, but it’s just not something I’m interested in running.

Pathfinder 2nd edition is another take on Dungeons and Dragons and the truth is that I actually like this one as a player quite a bit. Lots of great options for character building, a fantastic game world built into the system and a really fun combat mechanic that really gets to the heart of modern D&D gameplay. As a DM however I find the 600+ page rulebook is just severe overkill, it’s just too much, there is waaay to much to juggle as a DM and really the payout is kind of limited. Anything as a DM I could do with Pathfinder 2nd edition, I can do with D&D 1st edition, yet it will be a 10th of the complexity, for me it’s just a hard pass. I think a good, dedicated GM can make it work, but it’s too mechanized for my tastes, I could never run a game that is this codified. That said I think it’s actually an amazing design achievement, it’s a really clever game and those with the patience for this much crunch will find a lot to like.