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Ashes Without Number vs Worlds Without Number

Compare Ashes Without Number and Worlds Without Number side by side. See differences in complexity, dice, genre, and more.

Ashes Without NumberWorlds Without Number
GenrePost-ApocalypticFantasy
TagsSandbox, Deadly, Gritty, Exploration, Survival, Faction Play, Ascending ACSandbox, Exploration, Faction Play, Strong GM Support, Gritty, Classic Fantasy, Random Tables, Hexcrawl, Low-Prep, Domain Management
Core Mechanic2d6 + skill + attribute modifier ≥ target for skill checks; d20 + modifiers for combat. Edges and Foci customize survivors. Enclave turn manages settlement-level play. Mutation system for mutant wasteland campaigns.Skill checks roll 2d6 plus the relevant skill level and attribute modifier against a difficulty. Attacks roll d20 plus base attack bonus, combat skill, and attribute modifier against the target's Armor Class. A missed melee attack can still inflict Shock damage when the target's AC is low enough.
Dice2d6 / d202d6 / d20
ComplexityMediumMedium
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseProprietaryCC0 1.0 Universal (SRD 1.0); proprietary core books
Third-Party PublishingNot yet researchedCommercial publishing allowed — Worlds Without Number System Reference Document (SRD 1.0) under CC0 1.0 Universal
Summary only, not legal advice. Check current terms before publishing.
PublisherSine Nomine PublishingSine Nomine Publishing
Year20252021
LanguagesEnglishEnglish
Best ForSandbox post-apocalyptic campaigns (nuclear wastelands, zombie deadlands, or societal collapse) with the same incredible GM tools as Stars Without Number.Groups who want an open fantasy sandbox where their own goals drive play. Faction turns and campaign-building tools keep the world moving between sessions.
HighlightsThree apocalypse flavors (mutant wasteland, zombie deadlands, after the fall), comprehensive sandbox GM tools with encounter site and enclave generators, mutations and cybernetics, compatible with other Without Number gamesThe campaign chapter turns worldbuilding into procedures, with tags and tables that keep sandbox preparation to one session ahead. Faction turns let rival powers act between sessions, so the setting changes even when the players are elsewhere. Shock damage keeps melee misses meaningful and makes armor and shields matter in close combat.
ConsiderationsOSR combat can feel flat, dense 294-page rulebook, requires GM comfort with sandbox playCombat resolution is deliberately simple, with positioning and Shock carrying most of the tactical weight. The rules assume a sandbox campaign and offer little structure for pre-planned story arcs. Social conflict is handled by skill checks and GM judgment rather than a dedicated subsystem.