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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 NumberWorlds Without Number
GenreCyberpunkFantasy
TagsSandbox, Classless, Noir, Ascending AC, Gritty, Deadly, Mission-Based, Heist, Random Tables, Strong GM SupportSandbox, Exploration, Faction Play, Strong GM Support, Gritty, Classic Fantasy, Random Tables, Hexcrawl, Low-Prep, Domain Management
Core MechanicSkill 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.
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 PublishingCommercial 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.
PublisherSine Nomine PublishingSine Nomine Publishing
Year20232021
LanguagesEnglishEnglish
Best ForGroups 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.
HighlightsThe 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.
ConsiderationsCombat 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.