Tabletop Game Convention Report: Dragonmeet 2025 – ExCel – London, UK
- Dirk Vandereyken
- Jan 12
- 15 min read
Updated: May 29
There are still mysteries in life, conundrums that keep you awake at night and paradoxes that seem unsolvable no matter how much time and effort you spend in trying to untangle them. One of the things that has left this journalist scratch his head is: how is it possible that Dragonmeet still is a 1-day convention instead of a multiple-day affair? The visitors are definitely there, the interest has never waned since the convention’s early days and Dragonmeet has definitely established itself as the most atmospheric, best-organized, interesting tabletop game convention in the London area and beyond – in fact, it has become an internationally acclaimed con, one that recalls the best days of Gen Con, with enough side events to keep one busy well into the night.
One thing Dragonmeet owner John Dodd definitely noticed is that the old venue – the Novotel – where Modiphius Entertainment first established the convention was becoming too small to accommodate all the interested parties and so for the first year, Dragonmeet moved to the iconic ExCeL.
The venue may have grown, but despite the larger halls, thickening crowds, a few massive banners, some elaborate displays and a venue that’s a little less cozy and warm than the Novotel was, the entire event somehow still feels like a gathering of like-minded souls and old friends – only they just happened to invite more than 3000 of their own mates.
Some conventions we used to love have fallen prey to corporate strategies and approaches that have more to do with financial gains only and have little connection left with the fanbase or the passion of the games that – however indirectly – have made them great. John Dodd, however, is and will always be an avid gamer at heart, and it shows. After all, sometimes the soul and spirit of the organizers are reflected in their event. It was the case when Chris Birch was still presiding over much of Dragonmeet, and it certainly still is the case now.
The fact that Dragonmeet has always focused a little bit more on tabletop roleplaying games than, for example, UKGE or SPIEL, helps as well. After all, aren’t roleplayers supposed to be the most sociable, eager-to-meet-in-person gamers out there? Scientific studies on RPG communities and industry culture trends frequently note that TTRPGs rely on collaborative storytelling, sustained interpersonal interaction, trust-building and recurring group identity. Maybe this is also why the 1-day format works so well; it just might help to keep the convention manageable and fun, with a lot of emphasis on social interaction, open gaming, seminars and creator accessibility.
Don’t let its smaller size fool you: Dragonmeet has still become a major tabletop game convention, the energy generated by the controlled chaos, bouncing dice and frantically unpacked boxes permeating the air at all times – an electric experience for gamers all around the world.

There are some very busy booths this year, with Modiphius Entertainment quickly ploughing through the last copies of their newest games and Free League Publishing’s Alien RPG: Evolved Edition attracting enormous attention. It’s well deserved, too, as the revised edition appears sharper, more cinematic and more mechanically refined without sacrificing the oppressive tension that made the original such a triumph. There are many more gorgeous TTRPGs to look at this year, however, and even though we question the choice of a less complex rules set for Warhammer: The Old World, Cubicle 7 also seems to have yet another new hit on its hands, while Chaosium makes a strong showing as well.
Here are some of the games we got to take with us and review:

Alien RPG: Evolved Edition – Alien: Rapture Protocol Miniature Set
Free League Publishing
Overall rating: 9/10
I’m going to be honest: my pile of shame is still gaining height, even though I have added someone to the team who spends most of his time assembling the miniatures I need to review, so when a game publisher releases great miniatures to go with their campaigns or adventures, it’s much appreciated.
The Alien: Rapture Protocol Miniature Set is designed to work with the likewise-named campaign, which unfortunately got sold out before we arrived at the booth, leaving us unable to review the campaign itself. Still, these 20 miniatures feature the archetypal 28mm scale and although heroic-scale or 33mm figurines tend to have a more imposing look, the more realistic proportions suit the Alien universe remarkably well.

The set contains Colonial Marines, civilians, synthetics and several beautifully sculpted Xenomorph variants, allowing Gamemasters to recreate tense encounters from both the campaign and their own adventures. The miniatures integrate seamlessly with the cinematic horror atmosphere of the setting, where isolated crews, corporate greed and biomechanical monstrosities collide in some of science fiction’s most iconic nightmares.
Rules-wise, the set not only functions as a visual aid for the Alien RPG but also includes skirmish rules, transforming it into an optional miniature game. This significantly increases its value and broadens its appeal beyond roleplayers alone.
Even Alien fans who never intend to run the RPG will find much to love here.

Traveller: Clans of the Aslan
Mongoose Publishing
Overall rating: 8/10
Science fiction remained heavily represented throughout Dragonmeet, with Mongoose Publishing continuing to reinforce why Traveller remains one of the most beloved and enduring science fiction roleplaying games in the industry.
The Aslan are one of the major species of Charted Space and have always been among the setting’s most fascinating cultures. Honour, status, clan loyalty, territorial expansion and complex family structures dominate their society and make them far more interesting than the simplistic warrior race they are sometimes mistaken for.
What makes Clans of the Aslan work so well is that it dives deeply into those cultural nuances. Political structures, noble houses, economics, gender roles, military traditions and internal tensions all receive meaningful attention. The result is a sourcebook that transforms the Aslan into a living civilization rather than merely another playable alien species.
Mechanically, the book introduces new character creation options, equipment, vehicles, ships, careers and campaign tools specifically designed for Aslan-focused adventures. It integrates seamlessly with the existing Traveller ruleset while dramatically expanding roleplaying opportunities.
Excellent worldbuilding paired with highly usable game content.

Traveller: Aliens of Charted Space Volume 3
Mongoose Publishing
Overall rating: 8/10
Meanwhile, Aliens of Charted Space Volume 3 continues Traveller’s long-standing tradition of expansive worldbuilding.
Rather than introducing entirely new species, the book significantly expands the lore, technology, equipment and spacecraft associated with five previously established races: the technologically advanced Darrians, the mysterious Geonee, the obsessively bureaucratic Bwaps and the aquatic Dolphins and Orca.
The strength of the book lies in its ability to make every species feel genuinely distinct. Each receives extensive cultural detail, biological information, campaign hooks and player options. The aquatic species in particular evoke strong Blue Planet vibes and open up fascinating possibilities for campaigns focused on exploration, diplomacy and environmental storytelling.
Rules support remains strong throughout. New traits, careers, equipment, vehicles and spacecraft ensure that the material feels useful at the table rather than simply serving as background reading.
A tremendously valuable expansion for long-running Traveller campaigns.

Paranoia: The Perfect Edition – Brave New Missions
Mongoose Publishing
Overall rating: 8/10
We’ve often written that Paranoia remains the funniest tabletop roleplaying game ever written and even with the competition of recent comedy-centred TTRPGs like Discworld Adventures and Monty Python’s Cocurricular Medieval Reenactment Programme, this remains true.
Brave New Missions presents five darkly humorous disasters waiting to happen. Alpha Complex remains the same dystopian bureaucratic nightmare it has always been: a society ruled by the insane Friend Computer, where loyalty is mandatory, treason is everywhere and survival is largely optional.
The adventures range from qualification exams and virtual reality disasters to casino chaos and one of the greatest Paranoia adventures ever written: Stealth Train Redux.
Mechanically, the missions make excellent use of the streamlined Perfect Edition rules. The focus remains firmly on player betrayal, absurd problem-solving, catastrophic misunderstandings and escalating disasters. The scenarios encourage improvisation while still providing enough structure to keep things moving at a brisk pace.
Funny, ridiculous and frequently lethal.

Paranoia: The Perfect Edition – The Accomplice Book
Mongoose Publishing
Overall rating: 9/10
Much as I love Paranoia, sometimes I wish the rules system were a little crunchier.
Imagine my surprise when, after so many years of trying to find the perfect balance between absurd comedy and more involved mechanics, The Accomplice Book arrived and turned out to contain almost exactly what I had been hoping for.
The supplement introduces optional rules for stat-based initiative, hit locations, hit points and non-competitive character creation, allowing groups to tailor the experience to their preferences without sacrificing the game's chaotic identity.
Beyond the mechanics, however, the book is packed with content. Random mission generators, villain creation systems, updated secret societies, mutant powers, conversion rules, Alpha Complex celebrities, bizarre medications and glorious amounts of in-universe nonsense ensure that every page remains entertaining.
Possibly the most useful supplement Paranoia has ever received.

Big Book of Battle Mats: Bastions & Strongholds
Loke Battle Mats
Overall rating: 9/10
One thing Loke Battle Mats understands exceptionally well is that great maps do far more than simply provide tactical grids.
They inspire stories.
Bastions & Strongholds focuses on castles, keeps, noble estates, monasteries, chapels, barracks, libraries and fortified compounds — locations that appear constantly in fantasy campaigns yet often require significant preparation from Gamemasters.
Each map is filled with enough detail to immediately suggest encounters, political intrigue, mysteries or combat scenarios. A chapel can become a sanctuary, cult headquarters or haunted ruin. A great hall can host diplomacy, assassination attempts or desperate last stands.
While not rules-heavy by design, the maps integrate effortlessly into virtually any fantasy RPG system and dramatically reduce preparation time.
A deceptively simple but extremely useful product.
More info: https://www.lokebattlemats.com

Giant Book of Battle Mats: Streets, Sewers & Cemeteries
Loke Battle Mats
Overall rating: 9/10
Urban adventures remain surprisingly underserved when it comes to battle maps.
Dungeons are plentiful.
Forests are everywhere.
Cities often require far more improvisation.
Streets, Sewers & Cemeteries helps solve that problem beautifully. The collection includes city streets, alleyways, marketplaces, graveyards, crypts, tunnels and sprawling sewer systems that can support everything from fantasy adventures to horror investigations and urban fantasy campaigns.
The maps remain clear, practical and highly atmospheric. Environmental details constantly suggest encounters before the dice even begin rolling.
A toolkit that many Gamemasters will end up using far more often than expected.
More info: https://www.lokebattlemats.com


Hall of the Ancients
Dungeons & Lasers
Overall rating: 8/10
Terrain remains one of the fastest ways to elevate a tabletop experience and Hall of the Ancients demonstrates exactly why.
The set evokes forgotten civilizations, ancient temples, buried kingdoms and mysterious ruins. Massive pillars, ceremonial chambers and intricate architectural details help transform ordinary encounters into memorable scenes.
The modular design remains one of the greatest strengths of the Dungeons & Lasers range. Pieces are easy to assemble, highly reusable and flexible enough to support a wide variety of campaign settings.
Although primarily a terrain set, its greatest achievement lies in the atmosphere it creates.
The moment it is placed on the table, players immediately begin asking questions.
And that is exactly what great terrain should do.
More info: https://archon-studio.com

Escape from Projekt Riese; Deluxe Set
Raybox Games
Overall rating: 8/10
World War II, secret Nazi research facilities, undead monstrosities and desperate survival missions.
It is hardly the most subtle premise ever conceived, yet Escape from Projekt Riese proves that strong execution often matters far more than originality alone.
Serving as the standalone successor to Escape from Stalingrad Z, the game places players inside the infamous Projekt Riese complex beneath Poland's Owl Mountains, where Allied operatives, resistance fighters and survivors attempt to uncover horrifying secrets while escaping waves of increasingly dangerous undead enemies. The setting leans heavily into pulp horror and alternate-history conspiracy fiction, but does so with enough confidence and atmosphere to remain engaging throughout.
One of the strongest aspects of the game is how effectively it creates tension. The underground facilities feel claustrophobic, objectives constantly force players to take risks and the campaign structure ensures that every decision carries consequences beyond a single scenario. The narrative unfolds gradually through branching missions, scenario books and campaign logs, encouraging players to continue pushing deeper into the mystery.
Mechanically, the game combines tactical combat, resource management and campaign progression. Players control small teams of characters, each with their own objectives, equipment and development paths. Scenarios are relatively quick to set up thanks to the spiral-bound mission books, while the threat system ensures that mistakes continue influencing future missions. Character advancement, optional objectives and branching routes provide a satisfying sense of progression throughout the campaign.
Combat itself remains fairly streamlined. Characters move through compact maps, manage limited resources and attempt to stay ahead of the constantly growing zombie threat. Individual enemies are rarely terrifying on their own, but the game's pressure comes from attrition, positioning and the knowledge that stopping for too long usually ends badly. The result feels closer to a tense survival-horror skirmish game than a traditional dungeon crawler.
The rulebook occasionally struggles with clarity and there are moments where players may find themselves flipping through reference sections more often than they would like, but once the systems click into place, the underlying design reveals itself as remarkably engaging.
A tense, atmospheric and surprisingly addictive campaign game that successfully blends tactical combat, horror and narrative progression.

Dreams and Machines: The Broken Steppes
Modiphius Entertainment
Overall rating: 8/10
At the Modiphius Entertainment booth there was almost too much to absorb. Between the company’s ever-expanding catalogue of licensed games, original settings and increasingly ambitious supplements, it sometimes becomes difficult to separate the merely good from the genuinely memorable.
Dreams and Machines: The Broken Steppes firmly belongs in the latter category.
One of the things that continues to impress me about Dreams and Machines is its refusal to embrace the cynical worldview that dominates so much post-apocalyptic fiction. While the setting certainly contains danger, tragedy and hardship, it remains fundamentally interested in rebuilding rather than merely surviving. Hope is not treated as weakness here. It is a necessity.
The Broken Steppes expands the world of Evera Prime considerably, focusing on the harsh Surienta Simio region: a landscape of volcanic activity, dust-choked plains, dangerous wildlife, ancient technological remnants and isolated settlements struggling to survive in a hostile environment. The region immediately feels distinct from previously explored locations and succeeds in broadening the scope of the setting without diluting its identity.
Mechanically, the supplement offers a substantial amount of material as well. New Advanced Archetypes, Conduit-focused character options, talents, equipment, mounts and settlement-building systems provide both players and Gamemasters with meaningful tools to customize campaigns. Particularly welcome are the expanded rules for player-created communities, which reinforce the game’s recurring themes of reconstruction, cooperation and long-term investment in the world.
The 2d20 System continues to serve the setting remarkably well. While earlier versions of the engine occasionally felt overly mechanical, the Dreams and Machines implementation remains one of Modiphius’ most accessible interpretations, balancing narrative flexibility with enough structure to support tactical decision-making and character progression.
Beautifully illustrated, intelligently written and thematically cohesive throughout, The Broken Steppes is exactly the sort of setting expansion many RPG lines aspire to produce.
More info: https://modiphius.net/products/dreams-and-machines-setting-guide-broken-steppes (Modiphius Entertainment)

Dreams and Machines: Emeria Valo
Modiphius Entertainment
Overall rating: 8/10
Dark fantasy has become increasingly difficult to distinguish.
The genre is overflowing with cursed kingdoms, dying empires, eldritch gods, blood-soaked prophecies and morally compromised protagonists. Simply being dark is no longer enough.
Fortunately, Emeria Valo understands that atmosphere matters far more than misery.
The setting immediately establishes a strong identity. Ancient mysteries linger beneath every page, forgotten histories cast long shadows over the present and the world feels simultaneously beautiful and doomed. Rather than overwhelming readers with endless lore dumps, the book reveals its setting gradually, encouraging curiosity and exploration.
What makes the world particularly compelling is the sense that countless stories are hidden beneath the surface. Ruined civilizations, fractured cultures, arcane secrets and lingering supernatural threats create an environment that feels rich without becoming inaccessible.
Rules-wise, the supplement provides a variety of new options designed specifically to reinforce the themes of the setting. Character archetypes, talents, adversaries, locations and narrative tools all work together to strengthen immersion rather than feeling like disconnected mechanical additions. The material integrates smoothly with the existing 2d20 framework while adding enough new content to justify its existence beyond simple worldbuilding.
The result is a setting that succeeds not only as a sourcebook but also as a campaign engine.

Cohors Cthulhu: Gamemaster's Guide
Modiphius Entertainment
Overall rating: 9/10
Roman legionaries fighting cosmic horrors sounds dangerously close to parody on paper.
Thankfully, Cohors Cthulhu understands exactly how seriously it needs to take its own premise.
Set during the height of the Roman Empire, the game places players in a world where political intrigue, military conquest, religious conflict and Lovecraftian horror collide. Rather than merely pasting tentacles onto Roman history, the setting carefully integrates Mythos elements into the social, cultural and political realities of the period.
The result feels surprisingly authentic.
The Gamemaster's Guide excels at providing campaign support. Detailed adversaries, scenario hooks, cult structures, supernatural threats and historical context give Gamemasters a wealth of material to build from. The world feels dangerous long before any cosmic entity appears, which significantly strengthens the horror once the truly unnatural begins to emerge.
Mechanically, the game uses a refined version of Modiphius’ 2d20 System. Momentum, Threat and player-driven narrative choices create a satisfying balance between cinematic action and investigative tension. Combat feels appropriately dangerous, while social interaction and exploration receive enough mechanical support to remain engaging.
Perhaps most importantly, the book understands pacing. Horror is most effective when it unfolds gradually and Cohors Cthulhu consistently encourages slow escalation rather than immediate spectacle.
One of the strongest RPG releases at Dragonmeet.

Achtung! Cthulhu: Dossier Vol. 2 – The Dark Beyond
Modiphius Entertainment
Overall rating: 9/10
The enduring success of Achtung! Cthulhu stems from its ability to combine two genres that should theoretically undermine one another.
Cosmic horror traditionally emphasizes helplessness.
Pulp adventure thrives on heroic action.
Yet somehow Achtung! Cthulhu continues making both work simultaneously.
The Dark Beyond presents a collection of scenarios that range from espionage operations and military investigations to confrontations with genuinely terrifying supernatural threats. The adventures cover a variety of locations and situations, preventing the book from feeling repetitive despite its consistent thematic focus.
What stands out most is the atmosphere. Wartime paranoia permeates every page. Even before the Mythos enters the picture, players are surrounded by secrecy, misinformation, competing intelligence agencies and impossible moral choices.
Mechanically, the adventures make strong use of the 2d20 System’s strengths. Momentum and Threat constantly create tension while encouraging dramatic action. Investigations remain active rather than passive and combat encounters feel cinematic without losing their sense of danger.
A highly effective collection that reinforces why Achtung! Cthulhu remains one of the strongest Lovecraftian RPG lines currently available.
More info: https://modiphius.net

Space: 1999: The Roleplaying Game - Core Rulebook
Modiphius Entertainment
Overall rating: 8/10
Licensed roleplaying games often struggle with nostalgia.
Some become little more than fan service. Others attempt to modernize their source material so aggressively that they lose the very identity that made the original property appealing.
Space: 1999 manages to avoid both pitfalls.
The setting captures the peculiar blend of optimism, isolation, mystery and melancholy that defined the original television series. The Moon has been hurled out of Earth’s orbit and its inhabitants now travel through deep space encountering strange civilizations, bizarre phenomena and existential threats.
What makes the game work is its willingness to embrace the weirdness of classic science fiction. Encounters often feel unpredictable and mysterious rather than purely action-oriented. Exploration and discovery remain central themes throughout.
The rules support this approach nicely. The system emphasizes problem-solving, scientific investigation, teamwork and survival without neglecting dramatic moments. Players are encouraged to think creatively rather than simply relying on combat solutions.
Retro-futuristic science fiction remains surprisingly rare in modern tabletop gaming and Space: 1999 fills that niche admirably.
More info: https://modiphius.net

Cypher System Rulebook
Monte Cook Games
Overall rating: 9/10
Sometimes it is worth revisiting a system simply to remember why it became successful in the first place.
The Cypher System Rulebook remains one of the most versatile generic roleplaying systems currently available.
Whether players want fantasy, science fiction, horror, superheroes, post-apocalyptic adventures or something entirely different, the framework adapts remarkably well. Character creation remains intuitive, progression feels meaningful and the rules place a strong emphasis on narrative creativity without abandoning mechanical structure.
What continues to impress me most is how much flexibility the system offers without becoming overwhelming. Experienced players can build highly distinctive characters while newcomers are rarely intimidated by the rules.
There are crunchier systems.
There are more simulationist systems.
There are systems with greater tactical depth.
Very few, however, achieve this balance between accessibility, flexibility and long-term campaign support.
More info: https://www.montecookgames.com

Gunslinger Knights
Monte Cook Games
Overall rating: 8/10
Combining western imagery with knightly traditions sounds like exactly the sort of concept that should collapse under the weight of its own novelty.
Instead, Gunslinger Knights turns that unusual premise into one of its greatest strengths.
The setting blends frontier storytelling, mythology, honour codes and supernatural influences into a world that feels refreshingly different from most fantasy or western RPGs currently available. There is a constant sense that ancient traditions and emerging cultures are colliding.
Mechanically, the game benefits enormously from the flexibility of the Cypher System. Character creation remains fast, abilities are easy to understand and the rules consistently encourage narrative momentum rather than excessive bookkeeping.
Beneath the unusual premise lies a surprisingly thoughtful setting filled with interesting factions, conflicts and moral dilemmas.
More info: https://www.montecookgames.com

Neon Rain
Monte Cook Games
Overall rating: 8/10
Cyberpunk settings frequently become so obsessed with aesthetics that they forget the genre's philosophical core.
Fortunately, Neon Rain remembers.
Yes, the setting contains towering corporations, cybernetic enhancement, digital surveillance and neon-soaked cityscapes. But beneath those familiar elements lies a setting deeply concerned with identity, humanity, alienation and social decay.
The world feels oppressive without becoming hopeless and stylish without becoming shallow.
Rules-wise, the Cypher System once again proves remarkably adaptable. Character abilities emphasize specialization and creative problem-solving while keeping mechanical complexity manageable. The system supports investigations, social encounters, hacking, combat and exploration equally well.
One of the stronger cyberpunk RPG settings in recent years.
More info: https://www.montecookgames.com

High Noon at Midnight
Monte Cook Games
Overall rating: 8/10
Perhaps one of the strangest games we encountered at Dragonmeet.
And I mean that as a compliment.
High Noon at Midnight embraces weird fiction, supernatural mystery, pulp storytelling and western influences while refusing to fit neatly into any single genre. The result is a setting that constantly keeps players uncertain about what lies beyond the next hill or behind the next door.
The atmosphere is exceptional. The world feels dreamlike at times, unsettling at others and frequently both simultaneously.
Mechanically, the Cypher System's narrative strengths once again shine. The rules encourage exploration, improvisation and player agency while remaining accessible enough for newcomers.
Stylish, strange and highly memorable.
More info: https://www.montecookgames.com
Text: Dirk Vandereyken
























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