5 more tabletop game fans should play (and 5 they shouldn’t)

Dungeons & Dragons is an awesome game, where friends can create adventures with each other and fill in the gaps with their own escapades and jokes inside. The fluid and well thought out system of the Fifth Edition allows anyone to start the game and join a low level campaign. And like D&D there are many RPGs on paper with complete systems that prioritize the fun of calculations and tables.

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However, there are also plenty of them that, while not “bad” games, should not be recommended for those looking to branch out. D&D fifth edition. Some tabletop RPGs have an innate complexity that can make them very difficult for new players to understand.

ten Should play: Pathfinder, an easy passage from D&D

pathfinder second edition cover

When the fourth edition of Dungeons & Dragons came out, fans felt unsatisfied and preferred to play the third edition. So, Scout was created, a TTRPG based on the third edition D&D with some added rules and new classes for players to try out.

Although the fifth edition of Dungeons & Dragons has since been released and is considered the best version for new players, many fans will still gravitate to the Third Edition rule set, and therefore Scout continues to succeed with the publication of its second edition of revised rules.

9 Shouldn’t play: Ars Magica, a magical system that can be too dense

Ars Magica cropped

Ars Magica presents a fascinating world and system, but suffers from an incredibly dense and involved magical system that becomes more and more difficult to manage as players continue through a campaign. The magical system surrounds fifteen Arts of Magic in total which are then separated into five Techniques and ten Forms.

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Each spell technique centers around a verbal command using Latin to denote an action, then the shapes use Latin names for objects, items, and animals. While this system is incredibly interesting, many players have commented that it is just too dense. Add that up with a rulebook that spreads its rules over hundreds of pages, and Ars Magica can be difficult for many players to understand.

8 Should play: Call of Cthulhu, a great adaptation of cosmic horror


Using Lovecraft’s work only in name (not his horrible racism), Call of Cthulhu creates a gaming system that consistently puts players at a disadvantage. The system itself is designed to make the player feel small and weak compared to the many immortal monsters in the cosmic horror genre.

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Using percentile dice to calculate skill checks and sanity, players can rely only on their wits and quick wits to persevere in a game system designed to kill them. This system is recommended for players who are fans of cosmic horror media.

7 Shouldn’t Play: FATAL, Darkest Dark Fantasy Can Get


FATAL is a difficult game to discuss without immediately discouraging players from trying it out. Universally exhausted upon its release, the puzzling skills and complex math involved make it FATAL feel random and unfair. The sheer number of sex-related skills and abilities is quite shocking, and even more horrifying when you learn that consensual sex doesn’t appear anywhere in the rulebook.

In terms of dark fantasy TTRPGs, FATAL is about as dark as it gets, and not in a fun way like Game of thrones or Dark Souls- but in a way that causes players to no longer want to participate in the game.

6 Should play: Starfinder, because it’s D&D in space

Starfinder Banner

D&D in space is a very popular idea among the tabletop community. Star finder creates a complete system to accommodate most aspects of modern sci-fi concepts. It includes armor classes for energy and physical weapons, as well as a detailed system for ship-to-ship combat as well as stats for your ship, crew abilities, and different forms of combat combat maneuvers. air.

In addition to the various planetary environments and dangers, the game also simplifies some of the more complex aspects of D&D such as saving throws and ranged / melee attack modifiers. Star finder creates a space opera inspired system that lets you create any trip you want.

5 Shouldn’t play: GURPS, from fantasy to sci-fi

GURPS Fourth Edition

GURPS, or the Generic Universal Role-Playing System was designed as the basis for any kind of RPG, from space to swords and witchcraft. However, in an effort to create a system that includes everything, what has been created is a very dense and highly mathematical game that requires players to consider equations when performing certain skill tests.

While many would credit the system for its realism and attention to detail, for players just emerging from Dungeons and Dragons Fifth Edition, this game can get too complex until they get a bit more seasoned.

4 Should play: Shadowrun, a mix of sci-fi and fantasy


Mixing magic and monsters with the monstrosity of capitalism, Shadowrun is often considered one of the best cyberpunk RPGs. While most cyberpunk RPGs would focus only on corporate entities and cybernetic enhancements, Shadowrun takes all of that and adds fantastic elements like magic, elves, goblins, and trolls.

Using the underworld of spies, corporate giants and informants with the awesome actions of magic, Shadowrun creates a unique experience that gives your dystopian environment more space to play and explore other themes.

3 Shouldn’t play: Phoenix Command, a hyperrealistic fighting game

Phoenix Command Small Arms and Combat System

A tabletop RPG system that aims for realism, Phoenix Command sought to improve the combat phase by adding damage and realistic effects. Following an effects table, the damaged character would undergo a variety of status effects to alter their gameplay. Focusing mainly on military weapons, Phoenix Command released a variety of expansion books that increased the arsenal of weapons players had access to.

What most players would find difficult about this game is its complexity and specific combat responses. While some might see this as adding a new layer to the game, for the most part it would be more of a hindrance to the fun.

2 Should Play: Mutants & Masterminds, The Ideal Superhero Power Fantasy

Mutants and Brains Banner

Every kid has always wanted to create their own superhero story, and Mutants and brains allows you to do that. With power levels that grant different amounts of points, players are freely available to assign their own stats. contrary to D&D, Mutants and brains also have no classes, and players are free to create their own powers from the ability descriptions in the rulebook.

Covering more than the modern day superhero ideal, Mutants and brains also has rules and guides for a variety of eras, settings, and locations. Mutants and brains is a great system that makes a player feel as powerful as the character they’ve built.

1 Shouldn’t play: Rolemaster, definitely a product of its time (the 80s)

Classic role master

Role master is a classic tabletop RPG for many. However, for players coming out of D&D Fifth Edition, can find its volume of weapon effects, spells, and feats extremely overwhelming, especially late in the game.

Characters tend to feel overwhelmed beyond a certain level, and the sheer number of abilities to deal with creates a very cluttered system for a player unfamiliar with 80s tabletop RPGs. Role master and its other versions Master of space, and the Middle-earth role-playing game are a favorite for many, but newer D&D players may not like it.

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