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Beyond the Wall vs Kids on Bikes

Compare Beyond the Wall and Kids on Bikes side by side. See differences in complexity, dice, genre, and more.

Beyond the WallKids on Bikes
GenreFantasyHorror, Modern
TagsBeginner-Friendly, Low-Prep, Collaborative, Character-Driven, Classic Fantasy, Low-Fantasy, One-Shot Friendly, Ascending AC, WorldbuildingMystery, Worldbuilding, Collaborative, Narrative, Character-Driven, Fear & Stress Mechanics, Superpowers, Rules-Light, One-Shot Friendly, Beginner-Friendly
Core MechanicRoll d20 + modifiers against ascending Armor Class for attacks, and d20 under ability score for skill checks (with situational penalties). Three classes (Warrior, Rogue, Mage) with five saving throw categories. Character Playbooks generate abilities, backstory, and village details through a series of table rolls, building shared history and relationships before play begins. Scenario Packs give the GM a complete adventure framework with no advance preparation.Assign a different die from d4 to d20 to each stat. Roll the relevant die against a GM-set difficulty. A maximum result lets you reroll and add the new result only while the unmodified total remains below the difficulty. Resolve these explosions before adding bonuses or spending Adversity Tokens to meet or beat the difficulty. Failed checks earn Adversity Tokens that can boost later rolls or activate strengths. Planned actions can use half the die’s maximum instead of rolling.
Diced20d4–d20
ComplexityLowLow
AvailabilityPaidFree quickstart
Runnability4 of 5 book tools4 of 5 book tools
LicenseOGL 1.0aAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherFlatland GamesHunters Entertainment / Renegade Game Studios
Year20142018
LanguagesEnglish, German, French, SpanishEnglish, Italian, Spanish
Best ForGroups who want to sit down with no prep and collaboratively create a village, a cast of NPCs, and an adventure in a single evening: especially those drawn to literary fantasy in the tradition of LeGuin, Cooper, and Lloyd Alexander.Groups who want to build a small-town mystery together and share control of its supernatural companion alongside their own everyday characters.
HighlightsPlaybooks collaboratively build characters, backstory, and the village map in a single session. Scenario Packs provide complete adventures with zero GM prep. Fortune Points provide rerolls and cheat-death mechanics. True Name magic system adds a unique magical layer. Further Afield supplement adds sandbox campaign tools with threat packs.Shared town-building and relationship questions give the GM player-created hooks for the mystery. Each player controls aspects of a shared supernatural character, distributing its choices across the table. Failed rolls earn tokens that can turn later setbacks into successes.
ConsiderationsThree classes only, with limited mechanical differentiation at higher levels. Playbook-driven creation is tightly structured, leaving less room for fully custom character concepts. Designed for low-level play (levels 1–10) with a flatter power curve than most OSR games.Combat can kill a character outright when the attack roll greatly exceeds the defense roll. Players must help narrate outcomes beyond their own characters under the default shared-control approach. Character growth is negotiated from events in play rather than governed by levels or an experience-point track.