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Cypher System vs Everywhen

Compare Cypher System and Everywhen side by side. See differences in complexity, dice, genre, cost, and more.

Cypher SystemEverywhen
GenreUniversalUniversal
Play StyleNarrative, Low-Prep, Exploration, Cinematic, Collaborative, Theater of the Mind, Roleplay-HeavyRules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-Prep
Core MechanicGM sets difficulty 1–10, multiply by 3 for target number. Players spend Effort to reduce difficulty.Roll 2d6 + attribute + career (or combat ability) vs. 9+ to succeed. Bonus/penalty dice add extra d6s, keeping the best or worst two. Hero Points let you bend the rules. Careers replace skill lists — your background defines what you can do. Mighty Successes and Calamitous Failures add dramatic swings.
Diced202d6
ComplexityLowLow
AccessibilityMediumMedium
CommunityHighVery Low
LicenseCypher System Open LicenseProprietary
Cost$$$$
PublisherMonte Cook GamesFiligree Forge
Year20192018
Best ForGMs who want minimal prep and players who enjoy spending resources to shape the story.Groups who want a fast, career-based universal system with tons of optional rules switches — run weird westerns, cyberpunk, age of sail, high fantasy, or anything pulp and heroic.
HighlightsVery easy GM prep, flexible character descriptors, XP for discoveryCareer system eliminates skill lists, fast-playing 2d6 core, large optional rules toolkit (resolve, psionics, arcana, vehicles, mass battles, investigations), two included settings with more published separately
ConsiderationsPlayers track most complexity, limited tactical combat, can feel same-yRequires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstart