Beyond D&D, Part 2: Advanced TTRPG Systems & Innovations

If you haven’t read Part 1 yet, that’s probably the best place to start; it sets up everything this post builds on:
👉 Beyond D&D: A Complete RPG Guided Tour Through Tabletop Design Philosophies

By now you’ve noticed how each game shifted the way you think about RPGs, from Knave’s stripped-down clarity to Blades’ system that turns improvisation into strategy. If that got you wondering how far this can go… well, that’s exactly what comes next.

What if an RPG wasn’t just about your character, but about simulating an entire culture, or how a belief system shapes behavior? What if the system itself made you think differently?

That’s where we’re heading. You’ll try games that build civilizations from the ground up, tie stats directly to identity, and even mess with how you think about psychology, rules, or choice.

If you’re still curious—and up for some challenging ideas—let’s keep going.

Finally, heads up, I earn a small commission if you buy anything through my links. No extra cost to you, and it helps support the site!

Numenera:  Letting Exploration Drive Play

Cover art for the Numenera RPG book
If Trail of Cthulhu showed you how knowledge can become horror’s engine, Numenera asks: what if curiosity itself was the core loop? The original setting of the Cypher System, it made my “full-spectrum” games list for good reason; it flips traditional resource management on its head.

Set a billion years in the future on Earth, Numenera drops you into a world where ancient civilizations have left behind technologies so advanced they seem like magic.

Instead of hoarding gear or spell slots like in D&D, you tap into your own pools—Might, Speed, and Intellect—making every action a trade-off that affects your core traits. Scattered throughout the world are Cyphers, one-use artifacts from long-lost civilizations that can solve problems, boost rolls, or trigger strange effects.

Even the GM participates in this spirit of discovery. Instead of just setting challenges they introduce Intrusions, unexpected twists that reward you for saying “yes” to complications. You can accept the twist and earn XP, or refuse it and lose XP.

Numenera builds on the guaranteed progress mechanic found in Trail of Cthulhu and stretches it into full-blown exploration. It shows you how a game can turn “What’s out there?” into your main drive and sets you up perfectly for the culture-and-simulation heavier games to come.

Try it with: Weird Discoveries or Explorer’s Keys, collections built around discovery-first scenarios.

RuneQuest:  Tying Rules to World

Cover art for the RuneQuest tabletop RPG
If Numenera made exploration your engine, RuneQuest–our first true simulation RPG–asks: what if every rule was part of the world itself? It stands as one of the founding pillars of the hobby, and its legacy still shapes game design today.

While Numenera gives GMs flexible tools to shape the story, RuneQuest builds its rules directly into the setting. You use percentile skills, hit locations, and initiative based on weapon reach and reflexes. That means your spear might hit first but if someone gets close, your knife is better. It makes combat feel less like math and more like a real situation.

RuneQuest isn’t about throwing tons of rules at you, it’s about design where every mechanic has a purpose. It treats combat, religion, and society as equally important, and all of them shape how your character lives in the world. Unlike something like GURPS, which gives you a huge toolkit, RuneQuest ties its rules directly to its setting. RuneQuest shows how mechanics are the setting. It made my top 10 RPGs of all time for a reason.

Try it with: the Starter Set, it’s stellar. If you want the full Monty, try Borderlands.

 Star Wars:  Genre Over Realism

Cover art for the Star Wars tabletop RPG

RuneQuest showed you how detailed rules and world consistency create believable gameplay, but Star Wars reveals something just as important: breaking realism can strengthen a game when you’re aiming for cinematic action, not real-world physics.

The Genesys system uses narrative dice to create layered results; your roll doesn’t just say pass or fail. It might succeed with a cost, or fail in a way that opens new opportunities. For example, your Stormtrooper misses his shot (failure) but hits a control panel, unlocking an escape route (advantage). Each roll blends outcome with narrative twists, so the story always moves forward—even when you fail.

It’s not about simulating reality, it’s about simulating genre. Where RuneQuest asks “what would really happen?” Star Wars asks “what would make the coolest scene?” That contrast shows how different goals call for different kinds of systems.

RuneQuest uses complexity to simulate believable worlds. Star Wars embraces ambiguity to tell fast, flexible stories. Neither approach is better, they’re tools for different kinds of experiences. You may find this shift helps reframe what “good” design really means. Usually, the best system is the one that delivers the feeling your table wants.

Try it with: the Edge of the Empire Beginner Game. If you want more, get the full rulebook.

Traveller: Systems That Build Worlds

Cover art for the Traveller tabletop RPG

Star Wars showed how story can grow out of dice results, but Traveller takes a different route. It explores what happens when stories grow out of systems. If you’re used to D&D’s pre-built settings, that shift might feel totally different.

Another founding pillar of the hobby, instead of handing you a galaxy Traveller gives you tools to build one: planets, governments, trade routes, even entire star empires. You start connecting the dots yourself, and gradually the setting takes shape. It might not feel flashy at first, but there’s a real sense of ownership that comes from seeing how everything fits together.

Character creation follows that same logic. The Lifepath system turns your backstory into a mini-game where careers, mishaps—and even character death—are all on the table. You might end up with a merchant whose homeworld is run by a rival from their military days. These little moments often become the seeds for your best adventures. You’ll discover this system isn’t about heroic power curves. It’s about simulating a complex world where every choice (or roll) has weight.

Where Star Wars encouraged you to let go of strict success/failure logic, Traveller shows how structure itself can spark creativity. It’s less about building heroes and more about building a universe—one chart, one choice, one system at a time. That’s the real shift here: instead of using systems just to resolve actions, you’re now using them to shape the world itself.

Try it with:  Marooned on Marduk, or the Starter Set, which includes a great adventure too.

Coyote & Crow:  Systems That Reflect Values

Cover art for the Coyote & Crow tabletop RPG

Traveller showed you how systems can build worlds, but Coyote & Crow asks a deeper question: what if the system modeled a completely different cultural worldview? Our tour shifts again, away from systems that simulate structure and toward systems that simulate values.

Set in a future where colonization never happened, the game imagines an Indigenous world shaped by Native philosophies. Here, community, balance, and ancestral knowledge guide how people live and solve problems. Advancement is tied to group well-being, and the core gameplay loop emphasizes relationship-building over conquest. For instance, when your group completes a challenge together you earn Collective Insight, a shared resource you spend to unlock abilities for everyone, rather than just individual XP.

In C&C science and spirituality aren’t in conflict, they’re two ways of understanding the same world. This isn’t just a genre shift, it’s a lens shift. The game focuses on empathy, understanding, and collaboration, though there’s plenty of action and drama when the story calls for it.

While Coyote & Crow centers community over conquest, Legend of the Five Rings centers on honor and social duty (I talk more about it here). Either game will meet the learning objective. It’s not just about what the world does, it’s about what the world believes.

Try it with: Encounter at Station 54 if you use Foundry, or Stories of the Free Lands as a good starting point.

 The Burning Wheel:  Where Your Beliefs Shape Everything

Cover art for The Burning Wheel tabletop RPG

Coyote & Crow showed you how systems can model cultural worldviews, but Burning Wheel asks: what if the game could simulate your character’s moral core? Coming from D&D’s action focus, this shift goes deep. Even in a fantasy world with elves, dwarves, and magic, BW isn’t about epic quests—it’s about what you’re willing to sacrifice to stay true to who you are.

When you create a character, you write Beliefs (what you stand for) and Instincts (your automatic reactions). These aren’t just backstory, they drive the game. For example, a Belief might be “I will never abandon a friend in danger,” and an Instinct could be “I draw my sword at the first sign of aggression.” When the GM tests these, following your Instinct in a tense moment can earn you Artha, points you spend to influence rolls, flashbacks, or story twists.

Here’s how it plays out: your companion is trapped in a collapsing ruin. If you risk your life to save them—living your Belief—you might earn Deeds Artha, the rarest and most powerful reward. If you stick to your Instinct during a tense negotiation you might earn Persona Artha, which lets you add extra dice to future rolls. Artha doesn’t change the story directly, but it gives you control over how the dice land. That’s where the tension lives: every choice can shape your character’s growth or downfall, one roll at a time.

Burning Wheel leans on deep discussion and tough choices. The GM will push your Beliefs and Instincts into the spotlight, sometimes in ways that feel intense. I’ve written a guide to help you learn it. That’s why BW serves as our tour’s final destination: it shows that RPGs can go beyond building worlds or cultures, they can explore the deepest parts of human nature itself.

Looking back, you might be surprised by how far you’ve traveled: from Knave’s stripped-down rules through narrative-first play, world-building engines, cultural simulations, and finally into Burning Wheel’s psychological depths. Along the way you’ve picked up the tools to spot any game’s core philosophy, pinpoint its mechanical priorities, and see exactly what it’s trying to simulate.

You’ve accomplished something significant: you now have the design literacy to navigate the broader RPG landscape with confidence. While some great games fall outside these philosophies (like Ten Candles or Fiasco) these twelve stops represent the approaches that shape most RPGs.

The tour ends here, but your exploration of what tabletop RPGs can do is just beginning.

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