City of Jerry vs Honey Heist
Compare City of Jerry and Honey Heist side by side. See differences in complexity, dice, genre, and more.
| City of Jerry | Honey Heist | |
|---|---|---|
| Genre | Modern | Modern |
| Tags | Comedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-Light | Rules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the Mind |
| Core Mechanic | When an outcome is uncertain, roll a d12 and add the relevant Heal or Harm stat. Read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result. | When a bear acts and the outcome is in doubt, the player rolls 1d6 against the relevant stat, Bear or Criminal: a roll equal to or under the stat succeeds, and a roll over it fails. Using the bear type's skill or doing something covered by the character's role rolls 2d6 and keeps the lowest. When the lowest die rolled is a 6, the GM introduces a twist or unseen complication. |
| Dice | d12 | d6 |
| Complexity | Low | Very Low |
| Availability | Paid | Free core rules |
| Runnability | Book tools not listed | Book tools not listed |
| License | Made for Mischief Third-Party License | RR&D Community Licence v1.14 |
| Third-Party Publishing | Commercial publishing allowed — Made for Mischief Third-Party License | Commercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs) |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Drimbus | Rowan, Rook and Decard (Grant Howitt) |
| Year | 2026 | 2017 |
| Languages | English | English |
| Best For | Groups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body. | Groups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention. |
| Highlights | Challenges, combats, and conversations all run on the same Conflict framework, so a group learns one procedure for every kind of scene. When every die in a multi-die roll shows the same number, the Twist table adds an unexpected complication or benefit. Five Roles each supply a curated set of Abilities and Traumas, so every Agent has a distinct toolkit for helping allies and harming threats. | Greed moves a point from Bear to Criminal when the plan goes off without a hitch, and Frustration moves one back when the plan fails and the bear runs into difficulty. A player can shift a point toward Criminal by playing a flashback scene of the bears planning the heist, or toward Bear by eating a load of honey. The GM sets up each heist from random tables, including two security features and a complication kept secret from the players. |
| Considerations | Every Agent works for Immunity, so a campaign built around a different premise needs reskinning. The first Wound adds -1 to rolls, the second adds -1d12, and a third leaves an Agent Dying and triggers a Death Roll. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master. | There are no experience, advancement or campaign rules. Bear covers shrugging off damage, but the rules track no damage or injury. The sheet gives no rule for what a player does after their bear betrays the party or flips out at 6. |