Amazing Tales vs Land of Eem
Compare Amazing Tales and Land of Eem side by side. See differences in complexity, dice, genre, and more.
| Amazing Tales | Land of Eem | |
|---|---|---|
| Genre | Universal | Fantasy |
| Tags | Beginner-Friendly, Rules-Light, One-Shot Friendly, Narrative, Family-Friendly, Fiction-First, Low-Prep, Theater of the Mind | Narrative, Exploration, Rules-Light, Beginner-Friendly, Hexcrawl, Theater of the Mind, Fiction-First |
| Core Mechanic | Each 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 1d12 + skill modifier. Results on a 5-tier scale: Complete Failure (1–2), Failure with a Plus (3–5), Success with a Twist (6–8), Success (9–11), Complete Success (12+). Advantage/disadvantage rolls 2d12 take best/worst. |
| Dice | d6–d12 | d12 |
| Complexity | Very Low | Low |
| Availability | Free quickstart | Free core rules |
| Runnability | 3 of 5 book tools | Book tools not listed |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Martin Lloyd | Exalted Funeral Press |
| Year | 2019 | 2023 |
| Languages | English | English |
| Best For | Parents playing with kids aged 4+ who want collaborative storytelling with the simplest possible rules: one die roll, no math, any setting. | Groups who want lighthearted, story-driven fantasy adventure with whimsical tone, hex crawl exploration, and meaningful roleplay: where talking to monsters is often better than fighting them. |
| Highlights | Genuinely 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 storytelling | Whimsical tone encourages creativity, graduated success/failure keeps things interesting, detailed hex crawl and exploration rules, combat designed to be avoidable through parley, character story mechanics with relationships and personal quests |
| Considerations | Far too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depth | Whimsical tone won't suit every group, combat is intentionally simple and abstract, tightly tied to its own setting |