This is a near-impossible question to answer and one I feel I’ve answered over and over again this month, because fundamentally my favourite RPG of all time is also likely to be an RPG I’ll keep playing for years to come, an old game I still play, have my favourite game system and produce fantastic experiences I’m likely to remember fondly. So I think it’s a trick. I don’t think anyone can answer it unless they have deliberately limited their playing to one “true” RPG, and I don’t think many people who take part in RPGaDay would do that. I can give you a summary of my top five though. That’s my top five *right now*, but tomorrow it could be different. Hell, it could be different in an hour’s time. None of these will be unfamiliar: in fact, I’ve talked about them all elsewhere extensively. But here they are in one place, in no particular order.
Monsterhearts by Avery Alder (1st or 2nd Edition, as I feel both have interesting differences and my favourite version of this game is sort of stitched together from both editions). A game that made me realise some super important things about my life, explore my lost teenage years in a safe space, and taught me how to become a fan of other players’ characters and love failed rolls. I learned so much through this game and as a queer person it was a core part of helping me understand who I am. It blew my mind how well the mechanics and system pushed each other forward and wove together to create the kind of stories I wanted to play. I love the playbooks and I could literally write a thesis on how complex every part of the mechanics are in narrative terms while they are also based around very simple concepts. It’s a thing of beauty, and a work of art in game design.
Dungeons & Dragons (4th Edition) by Wizards of the Coast. The most brilliant tactical RPG I have ever played, with fantastically rich rules for encounter creation that allow new GMs to build encounters that challenge the players without turning it into TPK central and yet also give experienced GMs a playground to push the mechanics in interesting ways. It may lack some of the flavour of 3.5 and 5e, but it is a surprisingly resilient system even up to 30th level, and elements like 1-hit minions, bloodied values, skill challenges, the power sources/party role axes, and the at will/encounter/daily system are absolutely incredible.
Blades in the Dark by John Harper. This combines the best traits of Powered by the Apocalypse-style improvisation and failing forward with tactical RPG levers to make a game that manages to excel at an incredibly rare thing: an improvisational heist game that genuinely works. I’ve been in so many heist games where we get obsessed with the planning stage, and Blades in the Dark streamlines that beautifully while making it easy for a GM to reward and challenge player actions. It’s great. Near perfect piece of design, beautifully-tuned to do exactly what it intends to.
Chronicles of Darkness (2nd Edition but with a lot of setting material from 1st Edition) by Onyx Path. An incredibly rich and dramatic setting with a high level of customisability for different play styles, and rules that may be inconsistent and patchy but have a strong foundation that could be used for greater things. Many of the innovations of 2nd Edition are really great, like conditions, tilts and the customised morality systems for the different groups (Blood and Bone from Werewolf: The Forsaken 2nd Ed and Clarity from Changeling: The Lost 2nd Ed are particularly wonderful). Others tried very hard to create something new, but fell short when it came to actual execution, like the social Doors system and the investigative Clues system. CofD is unashamedly trashy, deeply interested in the drama of its supernaturals and a flawed but expansive and rich game. I will always love it.
OK, I lied. I always struggle with the fifth choice, because it feels like I’m leaving too many things out. Do I talk about Ironsworn and how it gave me such an excellent paradigm for solo gaming? But Starforged is the superior game system, built on everything Shawn Tompkin has learned since. And that would leave out Utopia and Five Parsecs, which are also amazing. Do I talk about a toolkit system like FATE? But I never really gelled with it, and I haven’t played other games like Genesys or Cortex Prime to comment on them, even if they work slightly better with my style of game. Do I choose Masks, as I hold it in nearly as much esteem as Monsterhearts? I don’t really want to choose multiple PbtA games and there would be little I could say about it that was new.
The four I’ve listed above are games where there is no doubt in my mind as to whether they belong on the list. They represent different facets of my gaming experience and different chapters of my life. Their rules changed my perspective on gaming, even if I also take a critical eye of what I would personally change. They’re wildly different, from the robust rules sets of Blades in the Dark and 4e to the often frustrating but ambitious mechanics of Chronicles of Darkness, and from the high drama feelings world of Monsterhearts to the mechanical precision and tactical decision-making of 4e. I guess it would possibly be more true to say that these are placed along an axis. Multiple axes. Tactical richness vs. narrative-driven mechanics; feelings-focused high drama vs. encounter or event-focused structures; love of setting vs. love of mechanics. There are probably others. I think if there was a game I wish I could add to this, it would be Cortex Prime as I see so much potential for the kinds of games I like to play and run. I hope I can do that in the future.
For now, I’m going to enjoy the fact that I finally (after ten years) finished an RPGaDay month.