Chuubo's Marvelous Wish-Granting Engine vs Playing God
Compare Chuubo's Marvelous Wish-Granting Engine and Playing God side by side. See differences in complexity, dice, genre, and more.
| Chuubo's Marvelous Wish-Granting Engine | Playing God | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Cozy, Narrative, Diceless, Collaborative, Character-Driven, Worldbuilding, Drama, Fiction-First, Roleplay-Heavy | Collaborative, Diceless, GM-Less, High-Power, One-Shot Friendly, Roleplay-Heavy, Sandbox, Solo-Friendly, Superpowers, Worldbuilding |
| Core Mechanic | Diceless. Intention equals skill minus Obstacle; spend Will points to boost Intention above zero for success. Players drive play by selecting quests and earning XP through genre-specific actions (Pastoral, Gothic, Adventure Fantasy, etc.). Three XP types: Action XP (shared group pot), Emotion XP (earned by evoking specific emotions in other players), and Bonus XP (from quest tasks). Quests combine into eight color-coded Arcs. The GM is called the HG (Hollyhock God). Characters fade into the background after XP actions, rotating spotlight. | Playing God uses no dice for its core resolution: players choose from the minor and major wonders allowed by their divine rank, and each wonder takes effect without a success roll. Devotion plus History determines divine rank, which expands the number and scale of wonders available each age. The optional Deck of Fate adds uncontrollable mortal events, while avatar battles use a separate card-hand procedure or another system chosen by the table. |
| Dice | Diceless | Diceless |
| Complexity | High | Medium |
| Availability | Paid | Paid |
| Runnability | Book tools not listed | 2 of 5 book tools |
| License | Proprietary | ORC License |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — ORC License |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Eos Press (Jenna Katerin Moran) | Gnome Made Games |
| Year | 2014 | 2025 |
| Languages | English | English |
| Best For | Groups who want collaborative, slice-of-life storytelling in a whimsical Ghibli-inspired setting: where wishes, friendships, and personal growth drive play instead of combat. | Groups who want to create a shared mythology across ages, either as a standalone campaign or as a foundation for another RPG setting. It also suits solo players and GM-less tables that enjoy negotiating divine alliances and rivalries. |
| Highlights | Genre modes shape play through XP incentives: different genres reward different player behaviors, Emotion XP ties advancement to evoking specific reactions from other players, player-driven quests shift narrative agency from HG to group, eight Arc types support stories from pastoral slice-of-life to cosmic fantasy | Each of the 23 domains grants a distinct wonder and modifier, making a god's portfolio mechanically consequential. Wonders permanently alter the shared multiverse, producing a usable mythic setting as play advances. Lower-ranked deities can pool their allotments to perform major wonders they could not enact alone. |
| Considerations | Multiple overlapping XP and quest tracking systems require bookkeeping throughout play, Will resource and Intention math replace dice but add calculation per action, characters have Skills Connections Perks and Arc Traits that interact across multiple subsystems, fading mechanic forces characters out of the spotlight after XP actions | Play centers on choosing and narrating godly wonders, with little direct support for character-scale action. Avatar battles use a brief card-hand procedure or another game chosen by the table, so the core book does not model positional combat. The optional Deck of Fate can impose Devotion losses or dictate a deity's next wonder, trading player control for unpredictable mortal events. |