Hello, and welcome back to Wyrmwood Studios, where we talk about designing games you want to play. Before we dive in, if you missed our last week’s post, you can find it here: Non-Combat Encounters. FF to this week, I was contemplating how the market rightfully classifies titles to great hits and great runs. By that I mean those which start off with a solid idea, but they end up in the bookshelf prison because of replayability or similar issues. While I do not want stay there, I was opting for a short list for new, aged, old whatever designers, with RPGs that I personally believe have elements to be inspired from— regardless of their success. So without further ado.
1. Blades in the Dark – Link
I’m starting with this because I love how pacing and structure is different in contrast to other RPGs. The flashback system stands out to me as a mechanic, as it allows you to solve problems retroactively instead of planning everything beforehand. This means less logistics, more freedom, and more creative freedom. If you want to design a game with momentum and improvisation, there’s no better reference.
2. Burning Wheel - Link
I guess this is the gold standard for character-driven play. You will notice a forceful deep player investment in character goals. I am bringing this up because of the Beliefs, Instincts, and Traits system, which rewards you for playing to your character’s motivations and not breaking character. If you picture your game like a world where choices truly matter, Burning Wheel a goldmine for you.
3. Cairn - Link
Ah, the elegant design and the epitome of simplicity. This makes the list because its entire ruleset fits on just a few pages, yet it’s so complete. I want to feature the inventory system here, where everything, including spells, takes up space, forcing tough decisions. Resource management is always a big decision in RPG design and if you want to create a game that removes unnecessary complexity while keeping depth, Cairn is a great starting point. By the way, the game’s creator released it under an open license, encouraging others to build on its foundation.
4. Ironsworn - Link
The king of 1+ players games. First, solid proof that GMs can be redundant. Not to be over the top here, but I love how much work, detail and passion was put into this. As a ruleset, as a publication, as an evolving community with new content! The best part is the Moves and Vows system of course, which keeps the narrative afloat even when playing alone. It might seem scary to go through all of the assets, but only the general concept is functional and versatile.
5. Fate Core – Link
I know this was highly anticipated for some and yes a good foundation can be laid on a shared story instead of a reaction to GMs worlds. The key mechanic is the Aspects of course, which can be invoked to create meaningful complications and twists. This system can be so adaptable, that it’s been used across genres. If player agency is your priority in your game, you now know where to look.
The list is short on purpose— I reckon that the more core elements you shove to fit in the game, the more cluttered the end result will be and balancing becomes a nightmare. That’s why borrowing 1-2 main concepts is enough to bring new value. Each of these games teaches something valuable about TTRPG design—whether it’s about pacing, mechanics, storytelling, or player engagement, and I hope you can see it too. Curious to see your recommendations…
Till next time!

