Why GMs and Solo Players Should Try Other Systems

It’s no secret that Dungeons & Dragons 5e has become the face of tabletop role-playing games for many people, especially those who started in the last decade. 5e is known for being beginner-friendly and straightforward, which is why it has captured such a large audience. But with that comes a certain level of attachment. For many, it’s not just the game they play—it’s the game that introduced them to the entire hobby. This creates a kind of “team D&D” mentality, where anything outside of 5e can feel off-brand, intimidating, or just not worth the effort.

But here’s the thing: for GMs and especially solo players, trying out different systems can have a massive impact on how you approach not only your games in general but even your D&D sessions. Now, I’m not saying you have to abandon 5e—far from it! In fact, broadening your horizons can help you appreciate 5e more while also bringing fresh ideas and perspectives to the table.
One of the reasons people resist trying other systems is that learning D&D might have felt like a huge effort in itself. Once you’ve gotten comfortable with something, why venture into the unknown? I get that. But the truth is, exploring new systems isn’t just about learning new rules—it’s about discovering different ways to handle the same aspects of role-playing games. This can be incredibly beneficial for GMs, who are always looking for new ideas, and for solo players, who love tinkering with systems to find their perfect fit.

Personally, I’ve found that rules-light systems work better for my solo play sessions. They give me the flexibility to focus more on narrative and immersion rather than juggling complex mechanics. But that’s just me. Some people prefer the other end of the spectrum, and that’s what makes solo role-playing so great—you can experiment until you find what works for you. Systems like World of Darkness, Cypher, and Dungeon World have all influenced how I think about storytelling, even though I still love to DM 5e or Pathfinder for others.

The benefits of trying other systems are clear. First, you’ll see that there’s more than one way to tackle the same elements of a game. Every system has its own take on mechanics like combat, skill checks, and role-playing, and exploring those can give you new insights into what works best for your group—or just for you. Second, trying different systems lets you compare. What works for your style of play? What doesn’t? And for solo gamers, this comparison is even more vital because you’re constantly fine-tuning your experience.

Finally, when you have a palette of different systems under your belt, you can start painting your own picture. You might not design an entirely new game, but you’ll definitely find yourself incorporating new ideas into your sessions, whether that’s in role-playing, world-building, or story development. Even if you prefer to run D&D 5e rules as written, you’ll find that trying other systems can influence your approach in subtle but powerful ways.

In the end, there’s no pressure to try dozens of new systems just for the sake of it. But for those who enjoy diving deeper into the world of role-playing games, there’s a lot to be gained by broadening your horizons. It can be as simple as reading a new rulebook or as immersive as diving headfirst into a different game. Either way, it’s all about expanding your understanding and making your games—whether they’re D&D or something else—that much better. And for solo players, the benefits are even more apparent.

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