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Amazing Tales vs Cypher System

Compare Amazing Tales and Cypher System side by side. See differences in complexity, dice, genre, cost, and more.

Amazing TalesCypher System
GenreUniversalUniversal
TagsBeginner-Friendly, Rules-Light, One-Shot Friendly, Narrative, Family-Friendly, Fiction-First, Low-Prep, Theater of the MindToolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, Narrative
Core MechanicEach character has 4 skills the child invents. Each skill is assigned a die (d12, d10, d8, d6): bigger die = better skill. Roll 3+ to succeed. That's the entire system.The GM rates each task from 1 to 10 and multiplies that difficulty by 3 to set the target number. Players roll a d20 and succeed on a result equal to or above the target. Skills, assets, and Effort ease the task before the roll, with Effort paid from the relevant stat Pool after Edge reduces the cost.
Diced6–d12d20
ComplexityVery LowMedium
AccessibilityHighVery High
RunnabilityLowVery High
LicenseProprietaryCypher Open License 2026-07-15
Third-Party PublishingNot yet researchedCommercial publishing allowed — Cypher Open License
Summary only, not legal advice. Check current terms before publishing.
Cost$Free
PublisherMartin LloydMonte Cook Games
Year20192026
LanguagesEnglishEnglish
Best ForParents playing with kids aged 4+ who want collaborative storytelling with the simplest possible rules: one die roll, no math, any setting.Groups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM.
HighlightsGenuinely playable by 4-year-olds, genre-agnostic (pirates, space, fairy tales, anything), child creates their own character skills, four ready-to-play settings included, encourages collaborative storytellingPlayer-only rolls keep the GM focused on adjudication and scene management. Descriptor, type, and focus choices support broad customization across multiple genres. One-use cyphers continually rotate situational abilities through play.
ConsiderationsFar too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depthPlayers manage Pool spending for abilities and Effort, so pushing a roll competes with other resource uses. Abstract distances and level-based NPCs leave many tactical details to table rulings rather than map procedures. The broad toolkit asks the GM to select genre modules and character options before play.