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Amazing Tales vs GURPS

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

Amazing TalesGURPS
GenreUniversalUniversal
Play StyleBeginner-Friendly, Rules-Light, One-Shot Friendly, Narrative, Family, Fiction-First, Low-Prep, Theater of the MindCrunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-Based
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.Roll 3d6 under target number. Advantage/disadvantage system via character traits.
Diced6–d123d6
ComplexityVery LowVery High
AccessibilityVery HighHigh
CommunityLowMedium
LicenseProprietarySJ Games Online Policy
Cost$Free (Lite) / $$$
PublisherMartin LloydSteve Jackson Games
Year20192004
Best ForParents playing with kids aged 4+ who want collaborative storytelling with the simplest possible rules — one die roll, no math, any setting.Groups who want a single system for every genre with granular simulation and deep customization.
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 storytellingHighly customizable point-buy system, simulation-focused, one system for any genre
ConsiderationsFar too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depthCharacter creation requires significant point-budget planning, combat rules are granular with many modifiers to track, full system spans two 576-page core books plus supplements, GM prep is substantial for campaigns using multiple sourcebooks