Category: RPG

Every Type of Player You’ll Meet at a D&D Table

You’ve been playing long enough. You know them. You love them. You sometimes want to gently fold them into the dice bag and shake them around until they calm down. Every D&D table is a beautiful, chaotic ecosystem of personalities that shouldn’t work together — and yet, somehow, the adventure happens anyway. Here’s an affectionate, completely accurate field guide to the players you will absolutely find at any table, anywhere in the world, until the end of time.


The Murder Hobo

Every town is a target. Every NPC is a threat assessment. Every quest giver is one bad Persuasion roll away from becoming loot. The Murder Hobo didn’t come to your campaign to make friends — they came to see what happens when you set the tavern on fire, and honestly? They need to know.

What makes this player secretly wonderful is their commitment. They are present. They are engaged. While everyone else is debating whether to trust the mysterious hooded stranger, the Murder Hobo has already rolled initiative. Are they making the DM’s life harder? Absolutely. Are they also the reason everyone at the table is leaning forward in their chairs? Also absolutely.

You can’t stay mad at them. They once accidentally started a war between two nations and then negotiated peace using only a severed hand and a wineskin. That’s called character, and you can’t buy it.


The Rules Lawyer

Somewhere between pages 247 and 312 of the Player’s Handbook, this person found their calling. They have the rulebooks bookmarked, cross-referenced, and possibly laminated. They will cite the errata. They know about the errata. They will pause combat — mid-round, mid-dramatic-monologue — to clarify that grappling actually works differently than the DM just ruled.

Here’s the thing: you need this person. You desperately, quietly need them. The DM needs them. When the Rules Lawyer isn’t at the table, you end up in a three-hour argument about whether a Nat 20 on a death save means you get to punch a god. With them there, at least the chaos is structured.

They’re also usually the first one to use the rules for the party — catching a loophole that lets the rogue sneak attack twice, or remembering that Silvery Barbs exists right when the BBEG is about to land a killing blow. The Rules Lawyer giveth and the Rules Lawyer taketh away. Blessed be the Rules Lawyer.


The Method Actor

This player didn’t make a character. They made a person. That character has a backstory spanning forty-seven handwritten pages, a childhood trauma that took three sessions to fully unpack, a recurring nightmare about a lighthouse, and opinions about cheese. Strong opinions. In-character opinions.

They will not break character. Not for anything. If their character hates boats, they will argue with the party for twenty minutes about whether to cross the river, fully in-character, complete with a slight regional accent they’ve been workshopping since session one. The DM can see the plot waiting on the other side of that river. Everyone can see it. The Method Actor does not care.

But when their character arc finally lands — when they get that moment they’ve been building toward for months — it hits like a freight cart. Everyone goes quiet. Someone might cry. You remember exactly why you play this game. The Method Actor earned that, and so did you for suffering through the boat argument.


The Distracted Phone-Checker

They’re here. They’re excited to be here. They also just need to respond to one text, check something quickly, and — oh, a notification — and then they’re fully back. Mostly. Sort of. “Wait, whose turn is it? What happened? Did we fight someone?”

The Distracted Player is not a bad player. They’re a busy human being who genuinely loves D&D and genuinely cannot stop their brain from multitasking at all times. They will snap back to perfect focus the moment something explodes or their character is directly addressed. The rest of the time, they’re operating on vibes and recap.

Also, nine times out of ten, it’s their turn right when something critical is happening, and somehow — somehow — they make exactly the right call. “Oh, I cast Counterspell.” On what? “On whatever that was.” It works. They don’t fully know why it worked. The table cheers. They go back to their phone.


The One Who Always Has the Right Spell

You’re trapped. The bridge is out. The king is cursed. The party is arguing. And then, from across the table, in a voice of absolute calm: “I have a spell for that.” They always have a spell for that. You don’t know how. Their spell list looks like it was curated specifically for every problem your campaign has ever produced.

Speak with Animals. Tiny Hut. Leomund’s Secret Chest. Sending. They have them all prepared, every long rest, without fail. It’s either incredible foresight, meticulous optimization, or some kind of low-grade precognition. You’ve stopped asking. You’ve started just looking at them whenever things go sideways.

The DM secretly designs encounters around them. Not to counter them — just to see what happens. They always have a spell for that too.


The Chaotic Neutral Gremlin

Not to be confused with the Murder Hobo (who is goal-oriented), the Chaotic Neutral Gremlin acts purely on impulse and curiosity. What happens if I drink the mystery potion? What if I lie to the paladin about where I found the cursed amulet? What if I bet my horse in a card game with a demon? These are not rhetorical questions. They are Tuesday.

The Gremlin is powered by a deep need to find out what happens next, and they’re willing to be the catalyst. Half your best campaign stories start with something they did. Half your worst campaign stories also start with something they did. The line between “legendary session” and “three-session consequence arc” runs directly through their character sheet.

You love them. The DM has a separate notebook just for tracking their ongoing consequences. It’s a thick notebook.


The Therapist in Disguise

This player has somehow turned their Bard or Cleric into a full-time support role — not just mechanically, but emotionally. They’re tracking everyone’s character arcs. They remember the detail you mentioned in session two about your fighter’s dead brother. They set up the perfect moment for your character’s redemption without making it obvious they engineered the whole thing.

They also check in on the real humans at the table. “Hey, that scene got kind of intense — everyone okay?” They bring snacks. Good snacks. They remember that you don’t like peanuts. When the campaign ends, they’re the one who organizes the wrap-up session and makes sure every character gets a proper send-off.

If you have one of these players at your table, you keep them. You protect them. You let them know that their work is seen, because they spend a lot of time making sure everyone else feels the same way.


The One Who Disappeared for Six Sessions and Came Back

Life happens. They missed a few sessions — okay, six — and then they were back, sitting in their usual chair, picking up their dice, asking if their character had done anything cool while they were away. The answer is always “sort of” and always requires a twenty-minute explanation.

The truly impressive thing is how fast they get back up to speed. By the end of the session, they’re caught up, fully engaged, and somehow critical to the plot again. It’s like they never left. It’s also a little suspicious. You don’t question it. The table is complete again. That’s what matters.


These are your people. Every single chaotic, rules-citing, phone-checking, spell-hoarding, gremlin-brained one of them. The table wouldn’t be the same without any of them — even the one who keeps starting fires. Especially the one who keeps starting fires.

Wherever you’re playing, whatever campaign you’re running, whatever impossible situation you’ve talked yourselves into: you’re exactly where you’re supposed to be, surrounded by exactly the right weirdos.

Roll well, adventurer.

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Pathfinder 2e vs D&D 5e in 2025: Which Game Is Right for Your Table?

Two games dominate the tabletop RPG space. One is the most popular TTRPG ever made. The other is arguably the better-designed game. Here is an honest comparison of where each stands in 2025.

The Community Size Reality

D&D 5e is the juggernaut. Dominant at game stores, dominant on Roll20 and D&D Beyond, dominant in the cultural conversation. If you post a “looking for players” notice anywhere online, the pool of people who know D&D dwarfs the pool who know Pathfinder. That network effect is a genuine advantage that no mechanical argument can fully overcome.

Pathfinder 2e has a smaller but intensely passionate community. PF2e players tend to produce detailed optimisation guides, system mastery resources, and community tools at a high rate relative to community size. The discourse is technical and enthusiastic. These are players who chose the harder game deliberately.

The Key Mechanical Differences

The two games make fundamentally different design choices at almost every level:

Actions

D&D 5e gives you an Action, a Bonus Action, and Movement. Most characters use this the same way every turn. Pathfinder 2e gives you three actions and lets you spend them however you choose — three attacks (with escalating penalties), two attacks and a spell, a move and two actions to cast something powerful. The three-action system rewards tactical thinking and makes every turn a decision.

Customisation

In D&D 5e, feats are optional and arrive every four levels. In Pathfinder 2e, you gain a feat — ancestry, class, or skill — at almost every level. Character customisation in PF2e is a different order of magnitude. A level 10 Pathfinder character has made dozens of meaningful choices. A level 10 D&D character has made a handful.

Scaling

D&D uses bounded accuracy: bonuses stay in a tight range (+5 to roughly +11 at level 20). This keeps lower-level enemies relevant. Pathfinder scales aggressively — proficiency adds to everything, and a high-level character feels genuinely more powerful than a low-level one in ways that 5e intentionally softens.

Critical Hits

In D&D, any natural 20 is a critical hit regardless of AC. In Pathfinder, you critically succeed when you exceed a DC or AC by 10 or more — a meaningful distinction that rewards precision play and AC investment.

Who Each Game Is For

D&D 5e is the right choice if: You are introducing new players to TTRPGs. Your group prioritises storytelling and improvisation over mechanical precision. You want to find replacement players easily. You want the largest possible library of official and third-party content.

Pathfinder 2e is the right choice if: Your group loves mechanical depth and character optimisation. You want combat decisions to feel genuinely tactical. You migrated from 3.5e or PF1e and miss that level of crunch. You want a game where system mastery is rewarded over time.

The Hot Take

Pathfinder 2e is arguably a better-designed game. The three-action system is elegant. The scaling is coherent. The feat system gives meaningful choice at every level. The critical success and failure system creates drama without randomness. But D&D wins on accessibility and network effect, and those things matter. Your players have heard of D&D. Your FLGS runs D&D. The cultural gravity of D&D is real and it still pulls. Both games are worth your time. The question is which one your table will actually play.

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The Best Tabletop RPG Accessories in 2025: Dice, Mats, Screens, and Minis

Your character sheet is ready. Your campaign is prepped. Now let’s talk about the gear that makes the table feel like an actual adventure. Here’s what’s worth buying in 2025.

Dice: Where to Spend Your Gold

The dice market has exploded. Here are the brands worth knowing:

  • Mystery Dice Goblins — Tops multiple best-of lists. Known for creative designs and innovative sets that go beyond standard acrylic.
  • Dicebound — A rising star. Their second Kickstarter funded in under 30 minutes and raised over 00K. Watch this brand.
  • DNDND — Thematic sets based on mythical creatures, ancient runes, and cosmic themes. Available in resin and metallics. Great aesthetic range.
  • Beadle & Grimm’s — Premium class-specific dice sets for D&D 5e. Expensive, but genuinely beautiful.
  • Die Hard Dice — The reliable workhorse brand. Consistent quality, huge variety, well-priced.

What’s trending: Liquid core dice — sets with swirling liquid trapped inside — are the current premium obsession. Also popular: dice with real dried flowers, metallic foil, or glitter suspended in resin. Pricing runs from for quality acrylic sets to 5+ for liquid core or solid metal.

Battle Mats: The Foundation of Your Table

A good battle mat transforms combat from abstract to tactical. The best options right now:

  • Loke Battle Mats — Their modular “Books of Battle Mats” connect together to create large, varied terrain layouts. Their 2025 Terrain Set added reusable scenery stickers — a genuinely clever innovation.
  • Melee Mats — Praised for durability and grid quality. A strong all-rounder.
  • TidyBoss — Budget-friendly double-sided 24×36 mat with multiple terrain types and included dry-erase markers. The best value option.

Material matters: neoprene is the preferred choice for durability and a non-slip surface. Most mats now come double-sided with both hex and square grids, which covers every game system you’re likely to run.

GM Screens: The World’s Greatest Screen (Still)

Hammerdog Games’ World’s Greatest Screen has been the gold standard for customisable GM screens for over a decade and nothing has displaced it. The design is simple and brilliant: laminate pockets let you slide in your own reference sheets, player-facing art, or encounter tables. It supports wet and dry erase markers, comes in portrait and landscape orientations, and is available in multiple colours including black and purple — ideal for dark fantasy tables. If you don’t own one, fix that.

For DMs who want everything in one unit, all-in-one modular systems from Etsy makers are growing in popularity: combos that include dice tower, battle map, combat tracker, dice box, miniature storage, and GM screen in a single collapsible structure. Higher cost, but spectacular table presence.

Miniatures: The 3D Printing Revolution

This is the biggest shift in the accessories market. Resin 3D printers — particularly the Elegoo Saturn 4 Ultra and Creality HALOT-MAGE S 14K — now produce miniatures with layer resolution so fine they’re essentially indistinguishable from commercially cast minis. Platforms like MyMiniFactory and Printables offer thousands of free and paid models.

The practical result: many dedicated players now print everything and buy almost nothing retail. WizKids, the dominant pre-painted miniature brand, is under real market pressure for the first time.

If you’re not ready to invest in a printer, the traditional options remain solid:

  • WizKids — Pre-painted, ready to use, widely available. Great for casual players.
  • Wargames Atlantic — High-quality unpainted minis at genuinely accessible prices.
  • Modiphius — Premium unpainted minis for serious painters.

For painters, the Redgrass RGG360 Painting Handle Kickstarter raised 3K in 2025 — evidence that the miniature painting accessory market is thriving alongside the printing revolution.

The Bottom Line

You don’t need any of this to play D&D. A pencil, a character sheet, and a set of dice will get you through. But the right accessories make the table feel like a place worth gathering around — and that matters more than any single stat block or encounter design tip. Invest in what serves your table, not what looks good on a shelf.

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The Golden Age of TTRPGs: The Biggest New Games of 2025 and What’s Coming in 2026

D&D is no longer the only game in town — and 2025 proved it beyond any doubt. From Critical Role’s own system to Brandon Sanderson’s record-breaking Kickstarter, the tabletop RPG space exploded with new options last year. Here’s what launched, what’s coming, and why this might genuinely be the best time ever to be a tabletop roleplayer.

Daggerheart — Critical Role Goes Independent

The biggest TTRPG launch of 2025 wasn’t from Wizards of the Coast or Paizo. It was Daggerheart, the original RPG system from Critical Role’s Darrington Press, which released on May 20, 2025.

Daggerheart is built to fix structural problems that D&D players have complained about for years. Its signature mechanic — rolling two differently coloured dice to generate both a result and a narrative currency called Hope or Fear — makes every roll matter beyond just success or failure. The GM responds to Hope and Fear dynamically, creating a back-and-forth storytelling rhythm that feels genuinely different from anything else on the market.

The numbers were staggering. Daggerheart sold out worldwide in under a week. Critical Role had printed what they calculated to be a full year’s supply of campaign books — gone in two weeks. They’ve since pivoted to digital-first releases to keep up with demand. A romantasy supplement, With Love and Magic, is currently in development.

Draw Steel — MCDM Builds the Combat Game D&D Never Was

Matt Colville and MCDM Productions officially launched Draw Steel to the public in 2025, following a crowdfunding campaign that raised over $4 million USD. Draw Steel is unabashedly a game for people who love tactical miniatures combat — characters start at level 1 already being recognised local heroes, no “zero-to-hero” grind required.

MCDM didn’t stop there. Their follow-up campaign, Draw Steel: Crack the Sun, raised another $2.6 million on BackerKit — making it the most successful TTRPG crowdfunding campaign of 2025. It delivers seven products worth over a year of content. If you’ve ever wanted D&D to take its grid combat seriously, Draw Steel is the game built for you.

Cosmere RPG — Brandon Sanderson’s $15 Million Juggernaut

Brandon Sanderson’s shared fantasy universe, the Cosmere, finally got its own tabletop RPG — and the reception was historic. The Cosmere RPG Kickstarter raised over $15 million, making it the highest-funded TTRPG Kickstarter ever at launch. Physical copies hit retail shelves on November 12, 2025.

The first setting is the Stormlight Archive — the world of Roshar, with its storms, spren, and Radiant knights. The launch includes a full Handbook, World Guide, the Stonewalkers campaign, and a starter guide. The Mistborn setting is planned for 2026. Brotherwise Games is publishing at roughly one Cosmere setting per year, which means this franchise has serious long-term legs.

What’s Coming in 2026

The pipeline for 2026 is packed:

  • Shadowdark: The Western Reaches — A massive expansion for the beloved old-school-revival hit Shadowdark. Its Kickstarter raised nearly $3 million. New regions, monsters, factions, and campaign tools for one of the tightest systems in the OSR space.
  • Mutants & Masterminds 4th Edition — The first major overhaul of Green Ronin’s superhero RPG in 15 years. Streamlined mechanics, faster character creation, rebalanced powers, and a full visual refresh.
  • MCDM’s Crows RPG — A separate game from MCDM (not Draw Steel), designed for gritty, high-lethality play with OSR influences. Different tone, different system, different audience.
  • Warhammer: The Old World RPG — Cubicle 7 is releasing physical editions of the Player Guide and GM Guide for their Warhammer Fantasy Roleplay line set in the Old World.
  • Masks 2nd Edition — A new edition of the beloved teen superhero TTRPG from Magpie Games, with a quickstart launching first and a full crowdfunding campaign planned for Fall 2026.

The Takeaway

The 2023 OGL crisis cracked open the tabletop RPG market in a way that’s permanently changed the landscape. Players who went looking for alternatives found genuinely excellent games — and many of them stayed. Whether you’re a D&D lifer, a Pathfinder devotee, or someone who’s never played a TTRPG before, 2025 and 2026 offer more great options than any point in the hobby’s history. The golden age isn’t coming. It’s already here.

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Pathfinder 2e in 2026: The Remaster Is Done — Now What?

Paizo’s Pathfinder Second Edition Remaster is complete, the ORC License is in place, and the game is pressing forward with a strong 2026 release calendar. Here’s where things stand.

The Remaster: What Happened and Why

When Wizards of the Coast attempted to revoke the Open Game License in early 2023, Paizo moved fast. They helped create the new ORC License — a truly open, irrevocable alternative — and used the chaos as an opportunity to remaster Pathfinder 2e from the ground up. Four new core hardcovers replaced the originals: Player Core, GM Core, Monster Core, and Player Core 2.

The remaster didn’t change the rules system in any fundamental way — it cleaned up, modernized, and future-proofed it. For new players, it’s a clean and polished entry point. For veterans who’d just bought the original books? It stung a little. Some players noted the remastered books are priced higher than even the new D&D 2024 core rules, which pushed a few fence-sitters back toward 5e. But for those who stayed, Pathfinder 2e in 2026 is in a strong place.

What’s Coming in 2026

Paizo kicked off 2026 with three significant February releases:

  • Season of Ghosts: Remastered Hardcover — The complete four-part Season of Ghosts adventure path collected in one 368-page hardcover, updated for the remastered rules and refined based on player feedback. Levels 1-12. If you want a full campaign in a single book, this is it.
  • Dark Archive: Remastered — A 224-page hardcover fully updating the Psychic and Thaumaturge classes for the remaster. The Psychic bends reality through sheer mental force; the Thaumaturge exploits supernatural secrets and mystic implements. Both are fan favourites, and getting them fully remastered is a big deal.
  • Pathfinder Battlecry! Pawn Box — A massive cardstock pawn set featuring everything from NPCs and military units to undead hordes and animated statues. Great for mass-combat encounters.

Later in 2026, Impossible Magic (July 30) brings back the beloved Magus and Summoner classes alongside new magical content — one of the most anticipated releases of the year for Pathfinder fans.

New Classes on the Horizon

Paizo is actively playtesting two entirely new classes: the Daredevil — a high-physicality, risk-embracing martial combatant — and the Slayer, a dedicated monster-hunting specialist. These won’t arrive before 2027, but once they do, Pathfinder 2e’s total class count will push past 30. For a game that prizes mechanical variety and build depth, that’s a staggering amount of player choice.

Is Pathfinder Winning the Post-OGL Era?

It’s complicated. Pathfinder was the clearest beneficiary of the 2023 D&D OGL backlash, picking up a wave of players looking for an alternative. Some of those players stuck around; others drifted back or moved to newer games like Daggerheart or Draw Steel. What’s clear is that Paizo has earned serious respect in the community — for how they handled the OGL crisis, for the ORC License, and for continuing to release quality content at a steady pace. Pathfinder isn’t dethroning D&D anytime soon, but it doesn’t need to. It’s thriving on its own terms.

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