D&D Theory: List of 10 Games that can replace 5th edition D&D

I thought the timing for writing an article about potential RPG’s you could get into to replace 5th edition Dungeons & Dragons is quite perfect. Lots of people are upset with Wizards of the Coast after their completely disastrous handling of the franchise in the recent year and recent weeks in particular. I think a lot of people are looking around to see what else is out there and while I already have plenty of lists and information about other RPG’s on this site, I wanted to make one specifically for 5e players looking for alternatives.

Now one consideration for this list includes “logic” for the replacement of 5th edition. What I mean is that I don’t think “I’m mad at Wizards of the Coast” is really a reason someone might stop playing 5th edition, but I do think there is a wide array of logical reasons why a group, DM or individual player might. As such this list isn’t just about games that replicate 5th edition as a replacement but includes other RPG’s that do certain elements of the tabletop experience in a more focused and better way than 5th edition. As such I have included a “If you don’t like….” logic section for each game that describes an element of 5th edition you might not like and how the listed game does that particular element better. Hopefully, this helps to make the list more focused.

Enjoy the list and good luck in your hunt for a replacement for 5th edition D&D. Note that while this is a top 10 list, I have not put them in order of quality or anything like that. These are all great games for different reasons so it’s just a list of 10 games rather than a top 10 list of games to replace 5th edition D&D.

Pathfinder 2nd Edition

If you don’t like….

If you don’t like a game that has poor rules coverage and constantly asks you to make rulings where you wish there was rules coverage, I think Pathfinder 2nd edition is a great choice.

I think if you’re talking about replacing 5th edition Dungeon and Dragons, the most common, rightfully so, piece of advice you will get is to switch to Pathfinder 2nd edition. I think this is more of a competitor driven advice than necessarily good advice, which is not to say its bad advice. It really depends on what aspects of 5th edition you enjoy as to whether or not this will be the right choice for you.

Be warned that while Pathfinder 2nd edition does a lot of elements a lot better than 5th edition, it is a very focused game with a very specific style of play built into it that is not terribly flexible if you want to focus on other elements and styles of play outside of its focus.

Pathfinder first and foremost is an incredibly robust and option-rich game with an extremely focused effort on balance and mechanization of gameplay. What that really means is that this game has massive rules coverage, has very heavy character optimization which results in a focus on the execution of rules rather than rulings premise. 5th edition D&D is quite a bit different in this regard, many of 5th edition rules assumed a lot of D&D intervention and hand waving of rules in favor of narrative storytelling.

This is an adventure game in which any action you take has a rule associated with it and character options that can improve that effort. Now this does not mean you always execute every rule in the game when you do something, it just means you have the coverage, the option as a DM, to include some sort of execution when players do anything. Hand waving is certainly a part of the game, but unlike 5th edition, hand waving is rarely done out of necessity because of an absence of rules, it’s done as a preference. The rules always have your back in Pathfinder 2nd edition and this is one of the really distinct differences between the two games.

There is a firm consistency in how actions and execution work in PF2nd, rules are very explicit and clear and there is little left to interpretation. The consistency of the rules is such that once you get used to the system, you can pretty much always guess how an element works and be correct, so despite a 600+ core rulebook, most of the rules work exactly as you expect based on the precedence of the standardization of rules and the purpose of outlining each one is for unique circumstances and cases of specific action to ensure you are rarely put in a situation where you must rule something yourself.

This however is only a small part of Pathfinder 2nd edition despite it being a core feature and while the ruleset is incredibly consistent, balanced and easy to use, the best part of Pathfinder is that it comes with an incredibly detailed fantasy setting with a rich history and total support for it via its mechanics. Every class, race as well as unique fantasy trope, like spell sources, magic items etc.. are built into the world and have an explanation in terms of where in this world that thing comes from.

Its a wonderfully satisfying thing for a DM when a player picks Goblin as an ancestry for example and you can look up where goblins come from, what is there culture like, what are some of the unique aspects that feed into and bring to the table, the narrative of that race. It’s so well fleshed out, and well written and there are so many fantasy/story rabbit holes to crawl into it’s amazing. It all brings Pathfinders Golarion setting to life and makes it feel real. You have this really firm basis on which the game is set and while of course, you have the option of using homebrew or other settings with Pathfinder, Golarion is so well done, so perfectly matched up with the content of this system you are likely to discover that you won’t want to do this extra work. It’s a fantastic setup.

Finally and probably most importantly there is absolutely no question in my mind that Pathfinder Adventure Paths (adventures written for Pathfinder) are absolutely top-notch quality. Paizo is an absolute legend when it comes to creating adventures and campaigns for their game and for this reason alone it’s worth making the switch in my opinion.

One great example is Kingmaker, one of Pathfinder’s premiere adventure paths that have players not only going on a grand adventure of exploration but establishing their own kingdom. This one was so popular it got its own video game, arguably one of the best CRPG’s to come out since the Baulders Gate series.

One additional sort of bonus with Paizo and Pathfinder 2nd edition is that they achieved a long time ago the communities desired inclusivity of the game and developed the game with a modern morale compass that has escaped Wizards of the Coast for so long. Paizo is in a word, a prime example of what a modern company’s political stance should be, which is simply to do the right thing without being asked to and without making it a political stance constantly brought up as a marketing ploy. They simply just act right without all the morale signaling and politics unlike Wizards of the Coasts that is not only constantly shoving politics in your face, but also constantly screwing it up and releasing racist and sexist crap in their books despite any messaging.

Pathfinder 2nd edition is a great game and Paizo is a fantastic company that stands with the player community. They understand their audience, they understand their community and they know how to support their game. Pathfinder 2nd edition is without question the most well-supported game in the market today.

Castles & Crusades

If you don’t like….

The idea of switching systems and having it impact your style of play as a 5e player or DM, Castles & Crusades is the perfect system for you. It is very much in the same style & vein of play as 5th edition with an incredibly robust and flexible game system that allows for a very easy transition from 5e.

While the 5th edition community may not necessarily be up to speed on the evolutions of the game since the original 1st edition AD&D, it is a fact that D&D branched off into different directions since those early days. I think most might not be aware that the true descendant of the original AD&D game is Castles & Crusades. In fact, Gary Gygax himself played Castles & Crusades and it is actually the true successor to Dungeons and Dragons, not 2nd or 3rd edition D&D which evolved the game into the modern 5th edition game you are familiar with. Still, while the mechanics certainly differ, the core premise is the same.

In fact, in an alternative timeline where the franchise was not bought out by Wizards of the Coast, today everyone would know Castles & Crusades simply as D&D.

Upon opening the player’s handbook the first thing that will strike you about the game is how familiar and very D&Dish it is. This is a game that stuck to the classic tropes of the game but don’t mistake it as an OSR game because it most certainly is not part of the OSR even though many will claim it to be. This is a modernly designed game, that takes into account all of the evolutions of D&D and the RPG hobby as a whole in its design. In its 8th printing, this game has continued to be supported since 2004 and though it too has evolved over time, it has also remained consistent and compatible with all material that has ever been printed for it as Troll Lord Games is dedicated to creating a stable and consistent gaming environment for its fans long term.

Castles & Crusades plays as you probably already imagine D&D to be, its going to be oddly familiar if you have played 2nd, 3rd, 4th and 5th edition D&D and this is because much of the evolution of the hobby has been hit and miss with the Wizards of the Coast versions of the game, while Castles & Crusades has hand-picked the things that have been established to work well and fine-tuned those elements over decades of focused testing.

Like Paizo’s Pathfinder, Castles & Crusades has a default built-in setting called Aihrde, but unlike Pathfinder this setting is sort of intentionally designed to be a bit of a generic D&D world to allow players a tremendous amount of customization. Castles & Crusades is incredibly flexible, in fact, you can take any classic D&D setting and use C&C as a rule system with little if any additions or changes to be made to make it fit. It is very organically designed to be D&D and as such, all of the core races and classes you are accustomed to are there as you would expect.

More than that though Castles & Crusades via expanded books has continually made sure that those elements in official D&D settings that are created for those settings are also released in expansion books for C&C. Meaning there are books like the Crusader Companion which are available for free that give you races like Dragonborn, classes like Berserker and concepts like Multi-Classing. Castles & Crusades has kept up with all of the modern fantasy tropes and though they do not include these in the base game, ensuring D&D has a clear and very classic starting point, these expansions allow the game to be expanded easily to include any sort of fantasy you want to run. Everything I wished Wizards of the Coast would do with D&D.

Castles & Crusades is also a very open-source game, meaning the licensing of the game is designed to support the community and 3rd party efforts and this aspect of the game is fully leveraged making this an extremely well-supported game both officially and unofficially. Whatever you are looking for, whether it be rules on mass combat, kingdom management, expanded spell systems, alternative combat systems, conversions of classic adventures, system conversions… whatever it is, you name it and Castles & Crusades has your back. What makes the C&C community so great is that most of this material is available for free, which includes the Players Handbook itself. For example, there is a 5th edition conversion guide if you wish to take your 5e game and convert it to Castles and Crusades available for free.

I think the thing that makes Castles & Crusades really special in the market is the high level of quality of the books and the content itself. This is not a company that just splashes source books willy nilly and while the library is large at this point, this is because the game has been in operation under the same, stable and consistent system for over 2 decades. The result is consistently high-quality content that you can rely on.

Castles & Crusades is without question one of the premier systems and comes with the highest of recommendations to 5e players looking for an alternative mainly because switching from 5e to Castles and Crusades is not going to ask you to change your style of play.

Forbidden Lands

If you don’t like….

If you are finding D&D adventure modules and running pre-made stories that tend to rely on rails for the players to stay on a bit dull and you like your game to be gritty and tough, Forbidden Lands is a great choice.

I have talked about the award-winning Forbidden Lands many times on this blog and there is a very solid reason for it. It is a hidden gem in the rough waters that often accompany the OSR.

Let’s be honest here for a minute. The issue with the OSR is that, in part at least, it’s about playing old-school editions of the game and while that may strike a note with many, for 5e players, going back to playing B/X or AD&D isn’t exactly what they are looking for. 5e players like modernization and that is not only ok, but arguably it’s to be encouraged. Not everyone shares in the nostalgia of playing the classics as they were, much of the D&D community is forward-looking and Forbidden Lands is one of the few OSR games that says “hey we like old school gaming, we just don’t like old school rules”.

Forbidden Lands however is more than just a throwback to the classic play style with modern rules, it is a uniquely focused game that targets a very specific sub-genre of D&D play. Namely, the concept of the hex-crawl and survival D&D built are the premise of emergent gameplay.

In Forbidden Lands, you and your players are living in a kind of post-apocalyptic area and era of this world. The dust of the tumultuous past has settled and you are asked to venture out into the unknown and forgotten lands to make your own way.

In this game you explore the world that is dynamically generated by the DM using a very clever set of rules which generate what I would call emergent gameplay. Meaning that even the DM doesn’t fully know what is going to happen and since this is very much an open-world game by design, everything that happens is entirely driven by the players own motivations. What do they want to do in this wild open space? Whatever that is, the execution of that becomes the story of the game and everything about the game is designed to support that endeavor.

Now Forbidden Lands itself does have a back story so in a sense, eventually, you uncover enough information about the world around you to pursue what is effectively a “main campaign” of the game itself. So while the whole place is a dynamically generated playground for the players to pursue any endeavors they like, the games story does have a resolution and all of the dynamic content of the game that is generated in the course of play is tied into this piece of the game.

While the game is not a d20 system that 5e players might be familiar with, it does boast Free League Games premiere custom mechanic on which many other great games are based like my personal favorite, Aliens RPG. It’s a simple, very abstract system that will be a snap to learn and yet is incredibly entertaining as it relies on more than simply pass-fail states.

All and all I think Forbidden Lands is one of those games you must experience to appreciate fully but for the DM’s out there looking for something interesting to run, this game is as much fun to run as it is to play. The story writing here is absolutely amazing and the setting itself, dark, ominous and full of mystery, is everything you want in a great RPG experience.

One of my favorite games to come out this side of the century.

The One Ring

If you don’t like….

If you have grown tired of the generic, anything-goes fantasy that 5e has grown into and want something with a classic fantasy feel that is focused on role-playing, The One Ring, based on Tolkien’s middle-earth is going to get you there!

The One Ring is simply, Lord of the Rings the RPG, but it’s so much more than that simply because it’s a game that understands on what it is based and mechanically aligns itself to ensure your adventures play out like the Lord of the Rings books and movies.

This game has an incredible focus on making sure that middle-earth in all its epic glory comes to life at the table, not only by having a very strong game mechanic that really pushes for this to be true but because The One Ring has some of the best writers in the business working on it.

Ruins of The Lost Realms is a taste of what I mean here, we are talking about work that fits the term literature in my opinion, setting you up to have adventures that players don’t even realize are possible in an RPG. You are going to feel things as The One Ring focuses very heavily on the premise of RP with the G taking a bit of a back seat.

The hallmark of a great RPG is that it’s supported by well-written adventure modules and Ruins Of The Lost Realm is sooooo much more than just a great adventure module, it is so well-written, it deserves a place right next to The Silmarillion.

In short, The One Ring, as you would hope it would be, is focused squarely on storytelling and on personal relationships all with a backdrop of epic, world-shaking, questing that makes the players feel like they are a character in the Fellowship of The Ring. It does this organically, in a way where even players that are ordinarily not the story-focused kind will find themselves sucked into this one, not unlike what happens when you binge-watch the latest hit from Netflix.

To me the One Ring is the definition of what an RPG should be, it puts you right in the middle of one of the greatest fantasy stories ever told and hands you the reigns. Easily the single best RPG to come out 2022, I dare say no RPG fan should miss this one, especially a Lord of the Rings fan. Grab that starter box and check it out!

A Song of Ice and Fire

If you don’t like….

If you are finding D&D to be a bit unrealistic, with too much focus on adventures and not enough focus on the premise of believable characterization and wish to play something more gritty, A Song of Ice and Fire is for you.

Let’s be a little frank about D&D. The premise of the game is that you are a supposed “adventurer”, a bit of a do-gooder, that goes around exploring dungeons, fighting monsters and generally doing things no actual person, even in a fantasy setting is likely to volunteer to do. It sort of requires a level of suspension of disbelief in the context of a fantasy that I think is very often a bit of a stretch, almost cartoony.

Modern fantasy writing like the Game of Thrones saga is a good example of what happens when you look at a fantasy world from a more realistic perspective and use human nature as a guide to creating a world in which people act more like you might expect them to.

Based on George R.R. Martin’s modern classic world, A Song of Ice and Fire is dark, gritty, violent and sometimes a bit too real, but for fans, despite the need to sometimes look away, we love it and Song of Ice and Fire the RPG brings all of that to the table.

In what I can only describe as one of the most unique setups in RPG’s today, in Song of Ice and Fire you and your friends not only create characters all belonging to one of the houses in the story, but part of the game is creating and managing that house yourself.

This is a game that puts you in the driver’s seat in the political struggles in the Game of Thrones story where you try to raise your house to prominence by participating in the cutthroat Game of Thrones where you win or you die.

Beautifully designed to suit the gritty nature of the game world, this is a game where fighting is absolutely lethal and a last resort, while simultaneously the political stories are not much refuge as they are equally brutal. It’s a game in which you are either a wolf or a sheep, but of course the game encourages you to be a wolf and so you struggle against an endless barrage of political maneuvering, some of your own creation, others thrust upon you.

There is never a dull moment in this game as it provides the DM with so much ammunition to keep the stories going, not only that, you can do all of it in the backdrop of the story of the unfolding setting itself, changing events and creating your own version of the Game of Thrones story.

My friends and I played this one a few years back and to this day we talk about the politics, people and events of that game. This game just has a way of imprinting on you as it plays out in such a vivid and believable fashion.

Absolutely adore this one, I would only caution players and DM’s that this is definitely a far cry from an “adventuring” game. It’s a political thriller, the kick-down-doors and kill-everything approach simply does not work here. It’s a game where finesse, political strategy and calculated moves must be executed with surgical precision, its a game for planners. It’s wonderful and painful at the same time, but this game creates stories you will not soon forget.

Alternity RPG

If you don’t like…

Many D&D players that are currently looking around for an alternative, may be doing so simply because they have grown tired of the fantasy genre as a whole and a natural switch is to check out science fiction. If that describes you, let me tell you about the greatest science-fiction game ever made, Alternity!

Before I do that, however, let’s get on the same page. Fantasy and Science-Fiction are very related genres, in fact, to a point, they are the same. Both genres were born from the same place, arguably, the first science-fiction-fantasy book ever written was Frankenstein by Mary Shelley and for a long time after that, the difference between what is fantasy and what is science fiction was a murky construct that would only be split decades later.

Now with that said I bring you Alternity, a game that not only is the precursor to the entire d20 system but may in fact, despite decades of D20-based games, be the best example of the system done right. This well-oiled machine was designed by TSR and Wizards of the Coast alumni Bill Slavicsek and Richard Baker and is without question in my mind one of the best science-fiction RPG’s ever published and remains so to this day.

It is designed to allow a GM to create every kind of science-fiction setting from the ground up from post-apocalyptic wastelands to space operas, from Blade Runner-style future earth to X-File style horror-mystery science-fiction. It is all-inclusive and does it with such elegance and style it pains me that this final TSR release which in my opinion is one of the best RPG’s to come out of TSR ever, which includes all versions of D&D, went under most people’s radars.

This game is mechanically a fusion of a skill-based and class-based system allowing for maximum customization and it boasts clear rules for all of the major science-fiction tropes from Cybergear, Mutations, Hacking, Space Combat, Space Exploration, Virtual Reality and even Magic.

There is literally nothing you can think of in the vein of science-fiction or fantasy that cannot be done with this system and it can go from high end super powered science-fiction to gritty reality with only the most minor adaptation, all work done for you and laid out in the Gamemasters Guide.

Not only is Alternity the unquestionable king of science-fiction in RPG’s, it also has two of the best non-franchise science-fiction settings ever written made just for it. Darkmatter, an X-Files-style alien conspiracy setting and Stardrive, a massive, Star Wars-level space opera that is based on very gritty and believable predictions about the future.

Stardrive, in my humble opinion, remains one of the best settings ever written for any RPG. How this is not a movie at this point I don’t know, it’s a masterpiece.

I love this game and have been using it for the better part of 2 decades and while there are many fantastic science-fiction offerings out there today like the amazing Aliens RPG (more on that later) and the highly thematic Star Wars Edge of the Empire, to me Alternity is the best of the best, the king of kings, the ultimate and only RPG true science-fiction fans should even be considering if you are going to consider sci-fi as an alternative to 5th edition D&D.

Astonishing Swordsmen and Sorcerers of Hyperborea

If you don’t like…

If you have grown tired of your games feeling like easy walk-throughs for your players and you want to present them with a tough and gritty challenge there are actually quite a few RPG’s to pick from that do this, in fact, it could be a list of its own. The reason I think Hyperborea stands out when assuming 5th edition players is that this game is what a fantasy RPG might look like if a modern gamer tried to create a classic D&D clone with one exception (I will get to that in a minute).

Technically Hyperborea falls into the OSR space as, at its core, this is a B/X based game, but unlike B/X there are some adjustments made to the setting to make some of the B/X concepts that might offend modern gamers a bit more palatable and better suited. More importantly, it’s a bit crunchier and feels much more complete than B/X ever did.

For example, this is a game where you simply choose a class, no race selection (same as B/X rules) but it’s because this is a human-centric world and while other “things” exist in the world, as players, you play only humans. Now there are different cultures of humans so you can select your race in the sense of choosing a unique human culture like Amazon, Kelts or Vikings for example, but you aren’t picking Elves, Dwarves or Halflings.

You get a very wide selection of classes and sub-classes to pick from with a good level of crunch, 22 in total, each with a unique set of abilities that will ensure every character is unique and each class is built into the context of the setting which itself is a kind of almost post-apocalyptic medieval fantasy with some science-fiction elements in the backdrop.

What makes this a great transition game for 5e players is that it takes into account the sort of focal preferences that modern gamers enjoy. It’s a simple-to-learn, easy to get into game and It focuses on rulings over rules, while offering the brevity of crunchy mechanics so that you have something to lean on. I would describe it as having the exact same amount of crunch as 5e.

Personally for me, what I love about it and really what I ultimately love about most RPG’s is that it takes a story-first sort of approach and does so by leading by great example with the setting. That is the sort of game that speaks to me. Hyperborea, the default setting for this game, just hits so many unique fantasy tropes, approaches fantasy a bit out of the box and has some really fantastic presentation so all of the material is easy to absorb and make your own.

It’s what I would call for 5e players, a really great rut buster. Like if your finding your 5e games are becoming uninspired if you are seeing patterns emerging and you want to do something different, switching to a setting that really re-writes fantasy as you know it is a really great way to break that cycle and Hyperborea not only does that, but provides you with what I think 5e players will find is a very familiar yet fun new system to learn that produces this very gritty reality. This IS D&D, don’t doubt it, but it’s got a bit of an edge to it.

Now I should mention one of the drawbacks here and that is by default, Hyperborea uses THAC0 (combat matrix) as its primary combat resolution system with descending armor class. I don’t know why the publisher chose this method over the much simpler attack bonus, ascending armor class structure, it’s a mistake and they shouldn’t have done it. Not that this is a deal breaker for me and frankly, it’s not that difficult to flip the math yourself but, if you think THAC0 is stupid and I agree with you, you have to decide for yourself if this is going to be a deal breaker or not. It is what I would call a chink in the armor of what is otherwise a fantastic game.

On the plus side, the system is used to great effect and Hyperborea really captures the gritty battle sequence with perfection. It’s a unique combat system that is based on B/X but expanded upon to try to bring some realism to the fight with some welcome cinematic bits. Melee combat in this game is vicious and it will create that much-needed stress and sense of danger that 5e is so often missing with consistency.

In my book Hyberborea is a real gem in the rough, it’s definitely a bit edgy and will require some know-how by the GM to make good use of the system, so there is a learning curve here, but it’s got a crunch in all the right places and has really good coverage for elements of fantasy adventure you really need including more expansive topics like Naval Battles, Mass Combat and Sieges, so you can play this game in different scales at different times. Just a really well-written, well-thought-out system that really brings gritty fantasy to life.

GURPS (Generic Universal Roleplaying System)

If you don’t like..

If you wish Dungeons and Dragons fantasy had a bit more realism in it, GURPS is undoubtedly the master of bringing the simulation of reality to life in a fantasy RPG and has been for decades.

I know that for many D&D players and DM’s the draw to D&D is the abstraction, the cinematic world in which fantasy exists quite a ways outside of the premise of realistic world and functions more like a cinematic movie with CGI-infused action… but… For some players, they want to create some gritty reality and though I would still recommend Hyperborea for most, for those that really want to get into the nuts and bolts of reality to a point of simulation, for that GURPS is one of the most robust, most flexible and without question one of the most expansive systems in existence.

Not only does GURPS have every conceivable element of fantasy covered, in truth, GURPS really lives up to the name universal because you can effectively run pretty much anything you can think of using this system.

This is a skill and skill point buy system, so character creation here redefines the word expansive. You could take a million players and ask them all to make a Fighter and you are going to have a million unique Fighters. This is a game that does not repeat and two characters are never going to be alike.

The simulation element here is very detailed and as such, execution of most mechanics like combat is going to be slow. This is a game that zooms in on every slash and parry, you track things like location of your hits, damage to your armor, cuts and bruises and everything in-between.

It’s extremely visceral and definitely a big departure from the abstraction of Dungeons and Dragons, but I would be remiss not to include it in this list as GURPS ability to create a truly unique gaming experience is unmatched. I can’t think of any game systems on the market, past or present that produces the sort of focused gaming experience that GURPS is capable of.

For me, GURPS is often my game of choice when I want to do something extremely specific when it comes to a campaign using elements of play normally not covered by other systems. For example, a few years back I wanted to run a western and I wanted to have a really great, very detailed mechanic for gun fights that was realistic to the real west, not the one you see in movies. GURPS performed wonderfully bringing that surprising reality of gunfights of the old west to the table.

When it comes to fantasy, the nice thing about GURPS is that the level of detail you want to include in your campaign is up to you. This is because everything in GURPS is very modular and almost all the rules are optional. At the core of GURPS is an extremely simple system and you simply add layers of rules like legos to get that perfect amount of detail you’re looking for.

If nothing else, for DM’s it’s a great read as simply exposing yourself to this system, will plant ideas into your head you probably would never have considered before. It’s a gold mine of inspiration, both mechanical and narrative which, even if you never play the system is worth reading.

Great system, and definitely a worthy addition to this list.

Old School Essentials

If you don’t like..

If you wonder what D&D was like back in the 80’s and what to try something super classic, Old School Essentials has you covered.

Ok so I know I plug Old School Essentials quite a bit and so do a lot of nostalgic D&D fans who love the old days, but I’m also painfully aware how difficult reading and coming to grips with the old D&D books can be. Basic/Expert D&D and Advanced D&D 1st edition are not the most approachable games, in particular, if you are a 5th edition player and accustomed to a certain level of organization.

I think this is what makes Old School Essentials and it’s expanded book, Advanced Genre Fantasy Rules such a great core system. It gives you the old-school game, but with a measure of modernization that 5e players will understand and expect.

This is an amazing re-edit of the classic 1st edition D&D game (both basic and advanced) and delivers that old-school gaming experience minus a few of unwanted warts like THAC0!

I have been running Old School Essentials for nearly two years now with a gaming crew and we have had an absolute blast with this one. It’s simple and straight to the point and while very structured, delivers a great space for some amazing storytelling.

This game is, in a nutshell, everything that old-school gaming is about so if you’re looking to give that classic D&D experience a try, this is the game you want to do it with.

What makes old-school D&D so much fun. Watch stranger things.. its that.

Alien RPG

If you don’t like..

If you are unsure what to do about the whole Wizards of the Coast-D&D fiasco and you just need a break but don’t want to commit to anything long-term but still want to run something fun for your gaming group while you decide, Alien RPG is the KING of One-Shots.

Ok so it’s science-fiction and not fantasy and I get maybe this is a bit of a stretch for this list, but Alien RPG, voted #4 of Best RPGS in 2023 by GamersRadar to the surprise of no one, is without question in my mind, one of the most fun one shots I have ever run.

With Alien RPG there are two modes of play. Campaign mode, which is your standard way of running RPG’s where you run an episodic… campaign as the name suggests and Cinematic mode which is a mode designed to give you that Alien movie feel, perfect for one-shots or short mini-series campaigns.

What you get with Alien RPG is a gritty, yet easy-to-run system similar to the one used in Forbidden Lands (already mentioned) but you get to horse around in the Alien universe.

Horror, suspense and action wrapped up in what I believe to be one of the best franchises in existence.

Now I will admit, being a super fan, I’m a bit biased here, but the popularity of this game is not a fad, there is real substance here as the writing and design for this game is absolutely top-notch. You have never seen a gaming book this gorgeous in your life if all you know is D&D. They spared no expense anywhere, it’s so well supported, so beautifully designed and illustrated, the writing just melts off the page.

I love this game, it’s without question the game I grab if someone comes to me and says “let’s run a one-shot”. This game delivers on all pistons, it is pitch-perfect in bringing an exciting one-shot experience.

D&D Theory: Dungeons & Dragons Over The Years: Part III Of III – CANCELED

As I was putting the finishing touches on what would have been an entire post dedicated to the history of D&D editions in the Wizards of the Coast era from 3rd edition to One D&D… this happened (The OGL 1.1 by Wizards of the Coast).

Now if you are a D&D fan as I am and you understand the importance and critical role the OGL license published with 3rd edition of Dungeons and Dragons (the first Wizards of the Coast edition of the game after the TSR era ended) is, you know how vital to the health of the game this license is.

As a part-time content creator for D&D, the leaked OGL 1.1 and the follow-up response from Wizards of the Coast regarding the upcoming OGL was so jarring, such a betrayal, and such a greedy, lie-filled and despicable move by Wizards of the Coast that I can’t in good in conscious promote Wizard of the Game products anymore.

From this point forward 5th edition and any Wizards of the Coast products will no longer be mentioned, promoted or reviewed on this site. This is a permanent boycott of Wizards of the Coast and its parent company Hasbro by Gamersdungeon.net.

I encourage you to go to https://www.opendnd.games/#open-letter and support the tireless and selfless content creators that have made Dungeons and Dragons such a success and join me in boycotting Wizards of the Coast content!