Cities Without Number vs The Sprawl
Compare Cities Without Number and The Sprawl side by side. See differences in complexity, dice, genre, and more.
| Cities Without Number | The Sprawl | |
|---|---|---|
| Genre | Cyberpunk | Cyberpunk, Sci-Fi |
| Tags | Sandbox, Classless, Noir, Ascending AC, Gritty, Deadly, Mission-Based, Heist, Random Tables, Strong GM Support | Mission-Based, Espionage, Heist, Noir, Gritty, Faction Play, Playbook-Driven, Fiction-First, Player-Only Rolls, One-Shot Friendly |
| Core Mechanic | Skill checks roll 2d6 plus the relevant attribute modifier and skill level against a difficulty. Attacks roll 1d20 plus base attack bonus, combat skill, and attribute modifier against Armor Class, and a melee miss can still inflict Shock. Lethal hits roll a Trauma Die, and a result at or above the target's Trauma Target multiplies damage. | When an action matches a move's fictional trigger, roll 2d6 plus Cool, Edge, Meat, Mind, Style, or Synth. A 10+ is a strong hit, 7-9 is a weak hit, and a 6 or less lets the MC make a move. |
| Dice | 2d6 / d20 | 2d6 |
| Complexity | Medium | High |
| Availability | Free core rules | Paid |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Cities Without Number System Reference Document (CC0 1.0) | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Sine Nomine Publishing | Ardens Ludere |
| Year | 2023 | 2016 |
| Languages | English | English, French |
| Best For | Groups who want a lethal cyberpunk sandbox where the players pick their own jobs and work for or against the city's factions. | Groups who want structured heist-style missions with a hacking minigame and a growing web of corporate rivals across a campaign. It suits players who enjoy risky planning and personal ties that complicate the crew's loyalties. |
| Highlights | The complete core rules are free in a separate PDF, so a table can start play without buying the deluxe edition. Mission tags and one-roll tables generate patrons, jobs, and complications without long prep. Faction schemes and the Heat system give the city and the team's notoriety mechanical momentum between missions. | Countdown Clocks track legwork noise, mission alertness, and corporate attention on separate tracks, giving missions a visible pressure gauge instead of a single doom clock. Cyberdeck ratings and tiered ICE turn hacking into its own tactical minigame layered on the standard moves. The Legwork and Action phase structure lets intel and gear earned through investigation convert directly into narrated advantages during the mission itself. |
| Considerations | Combat stays on a light OSR frame, so groups wanting granular tactical combat will find it thin. The game expects a GM to build a city and improvise its consequences, and it offers little support for scripted story arcs. Hacking and cyberware add bookkeeping through Access pools and monthly maintenance. | Combat and infiltration rely on fictional positioning and MC judgment as much as dice modifiers, so groups who want tightly defined tactical rules may find some outcomes settled by table discussion. Running an ongoing campaign means the MC tracks separate Countdown Clocks for every corporation, threat, and mission in play at once. Choosing how a character paid for their starting cyberware can permanently tie that character to being owned or hunted by a specific corporation. |