Cities Without Number vs Worlds Without Number
Compare Cities Without Number and Worlds Without Number side by side. See differences in complexity, dice, genre, and more.
| Cities Without Number | Worlds Without Number | |
|---|---|---|
| Genre | Cyberpunk | Fantasy |
| Tags | Sandbox, Classless, Noir, Ascending AC, Gritty, Deadly, Mission-Based, Heist, Random Tables, Strong GM Support | Sandbox, Exploration, Faction Play, Strong GM Support, Gritty, Classic Fantasy, Random Tables, Hexcrawl, Low-Prep, Domain Management |
| 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. | 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. |
| Dice | 2d6 / d20 | 2d6 / d20 |
| Complexity | Medium | Medium |
| Availability | Free core rules | Free core rules |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | CC0 1.0 Universal (SRD 1.0); proprietary core books |
| Third-Party Publishing | Commercial publishing allowed — Cities Without Number System Reference Document (CC0 1.0) | Commercial 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. | ||
| Publisher | Sine Nomine Publishing | Sine Nomine Publishing |
| Year | 2023 | 2021 |
| Languages | English | English |
| 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 an open fantasy sandbox where their own goals drive play. Faction turns and campaign-building tools keep the world moving between sessions. |
| 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. | The 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. |
| 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 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. |