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City of Jerry vs The Quick RPG

Compare City of Jerry and The Quick RPG side by side. See differences in complexity, dice, genre, and more.

City of JerryThe Quick RPG
GenreModernUniversal
TagsComedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-LightRules-Light, Fiction-First, Solo-Friendly, Low-Prep, Improvisation, Random Tables, One-Shot Friendly, Theater of the Mind, Freeform Magic, CC-Licensed Rules
Core MechanicWhen 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.The referee sets a difficulty from Very Easy (d4) to Very Hard (d12). The player rolls the character's Body, Mind or Will die (d4 to d12) against the difficulty die. Meeting or beating the difficulty die is a full success. Rolling lower is a partial success: the action still works, but the character pays a narrative cost or takes Strain equal to the difficulty's cost of 1 to 3. Gear, role and circumstances move either die up or down a size. Spending a Hero point turns a partial success into a full one.
Diced12d4–d12
ComplexityLowVery Low
AvailabilityPaidFree core rules
RunnabilityBook tools not listedBook tools not listed
LicenseMade for Mischief Third-Party LicenseCC BY-SA 4.0
Third-Party PublishingCommercial publishing allowed — Made for Mischief Third-Party LicenseCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherDrimbusSquidhead Games
Year20262025
LanguagesEnglishEnglish
Best ForGroups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.Groups or solo players who want to start an adventure within minutes and are comfortable making rulings where the rules are silent.
HighlightsChallenges, 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.Players regain a Hero point by turning a dramatic full success into a partial one. Taking a third point of Strain shrinks one attribute die by a size and resets Strain to zero. The solo oracle keeps the higher of two d6 for likely outcomes and the lower for unlikely ones.
ConsiderationsEvery 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.Advancement only raises attribute dice, one size at a time, to a maximum of d12. The core combat rules have no initiative, turn order or movement procedure: each roll is one exchange of blows. Money is abstracted into Loot: each session or adventure earns every character 1 Loot.