I am going through a strange phase where all my best 1990s games are making it onto my premier display shelves. Two exceptions are Traveller (more 1980s) and Dungeon Crawl Classics (2010s), but all the rest are solid 1990s games, around the time of the late 1980s and early 1990s:
- Palladium
- Rifts
- Champions
- Hero System
- AD&D
- GURPS
- Traveller
Two notable differences: AD&D is OSRIC, not the 1990s AD&D 2nd Edition. Vampire: The Masquerade is not represented. I have VtM, but I don't have room for it. Some of the editions are newer, such as Hero System/Champions and GURPS. Traveller for the 1990s should be MegaTraveller, which I have, but the base game and Cepheus fill the need nicely. Open and community licenses always win in this house.
Cyberpunk should be on these shelves too, and I will look for it. That is one that is in my garage now, but it belongs with them. Classic Shadowrun belongs here too, but I am a little cool on the 6th Edition. Maybe 4th will work.
Palladium and Rifts are on my shelves, and they bring me more happiness there than the 5E books they replaced. All I want are good times and great memories, and 5E feels hollow and lifeless to me. Some Open 5E editions are great, but I haven't really played with any of them, and I'd choose a game I played with friends in the 1980s and 1990s over today's crowdfunded, too-many-books versions.
Palladium is a system I can count on. Rifts is still awesome, and it is the game "your mom gets you if she is really cool." Not my words; one of my friends said that. And she was a really cool mom.
I will play a game with great memories over a modern game I feel nothing for.
As the 1980s fade into history, the real nostalgia upon us will be for this era, and I feel it. The 90s were a decade of change that saw TSR go bankrupt and D&D's future come into doubt. Comics ruled the era. Magic: The Gathering killed tabletop RPGs. But some of the best, highly tuned, post-Golden Age games were made during this time, and they delivered on the fantasy just as well. Champions/Hero System remains one of the best superhero games ever written and one of the best generic systems outside of GURPS.
If D&D 5.5E is Windows 11 Home Edition, Hero System is a Linux distribution for power users that still gets the job done. Hero System is one of those games that, once you learn it, you have zero reason to open a 5E book again, unless your group won't play anything else.
Hero System is the best game ever designed for special powered beings. I don't care what genre you play; if it relies on special powers, you should play Hero System and be happy here. Once you know how to DIY a power, you will never accept game designer handouts that are poorly thought through and never balanced. I have been burned too many times by 5E books, and even some official ones, to keep seeing them as competent game designers.
The biggest difference between Hero System and GURPS is that Hero System focuses more on powers than skills, while GURPS does the opposite. GURPS has the best setting books. Champions focuses on whiz-bang comic book powers and is the best system for them. GURPS does gritty, low-fantasy games best, whereas Hero System does high-magic, high-fantasy games best, and that feels more like 5E to me.
Hero System beats 5E for me since I can design anything I want and stop waiting for crowdfunding books to fill the next gap. Do I want a Pokemon to show up? I can design the Pokemon, and the book has all the powers somewhere. This is the easiest system for an "anything goes" campaign, and one of the best-balanced "powers" games ever written.
The "complete" books for this Hero System are simplified, easy-to-grasp starter sets that are the best entry point into the hobby. They have one for fantasy and another for superheroes. Champions Complete or Fantasy Hero Complete: start there and never look back. These are one-book games that will get you started.
Even Western Hero if you want a more grounded game without special powers. This is a Hero 6th Edition game, so it uses the newest rules, and since you are not as focused on powers, it is a good way to introduce yourself to the system. If all you are doing is fist fights and shooting guns, you will get a good introduction to combat and skill use without powers coming into play.
OSRIC carries my AD&D game, and I have For Gold & Glory, the 2E clone, and it deserves a spot. They're the same game, just presented differently, and FG&G even omits demons and devils, as 2E did. FG&G drops the assassin and adds the bard, though 1E bards exist in other community add-ons. For me? OSRIC is it, the greatest game ever written and the community version of it. I need nothing else.
I still like FG&G a lot. The game is beautiful and worthy.
GURPS always has a spot, too. We loved GURPS in the 1990s, and our love of Car Wars lasted into 2000. Our Car Wars campaign lasted 20 years. GURPS is one of those games I can pick up and never be let down by it or have it break. When I want something solid, reliable, and the best character-creation tool in the hobby, I reach for GURPS.
With GURPS, I don't need 5E. I have the tools to do it myself. While Hero System is similar, both systems are great and do what they focus on very well. GURPS is the better character builder; Hero System is the better power builder - though GURPS Supers is no slouch. If you see heroes as reflections of a character, you will gravitate towards GURPS. If you see heroes as someone defined by powers, Hero System will appeal to you more.
I have Edge Studios Star Wars on my shelves, but Star Wars is dying, and I may swap those shelves for something that speaks to me more. Sorry, Star Wars, we loved you, but you did this to yourself. You lost your way and made yourself irrelevant. It is a sad end for a great brand, and I feel D&D is following the same path. I'd rather play my older games and keep the good memories than be subjected to negativity and strife over the game's future direction. I don't care about the future direction for some of these games anymore; I have the versions I love right here.
Another missing 1990s game is Rolemaster. I have this in an upstairs closet, and once I make room, it can escape onto my shelves. While I love RMFRP, I would support the new version to keep the company around. It is still a worthy, solid 1990s-style game that delivers.
I am probably missing a few here, but these were our 1990s games. These deliver for me. These have memories. Some have fallen off, but most still feel good to me.
While I love the 1980s, the 1990s were the second-best decade for tabletop gaming. Even the second-best stands a mile above gaming today, as long as some of my 1980s stalwarts hang around on the shelves.















