Cypher System vs WARDEN
Compare Cypher System and WARDEN side by side. See differences in complexity, dice, genre, cost, and more.
| Cypher System | WARDEN | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Narrative, Low-Prep, Exploration, Cinematic, Collaborative, Theater of the Mind, Roleplay-Heavy | Cinematic, Classless, Character Building, Tactical, Exploration, Sandbox, Character-Driven, Grid-Based, Toolkit, Strong GM Support |
| Core Mechanic | GM sets difficulty 1–10, multiply by 3 for target number. Players spend Effort to reduce difficulty. | Roll a d20 plus a relevant Proficiency and modifiers against a Difficulty Value. Natural 20s and 1s shift the result tier, while a result at least 10 above or below the difficulty is critical. In Conflict, characters have three Action Points and one Reaction each round. |
| Dice | d20 | d20 |
| Complexity | Low | Medium |
| Accessibility | Very High | Medium |
| Runnability | Very High | Medium |
| License | Cypher System Open License | ORC License |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — ORC License |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $ |
| Publisher | Monte Cook Games | Ghost Spark |
| Year | 2019 | 2026 |
| Best For | GMs who want minimal prep and players who enjoy spending resources to shape the story. | Groups who want a tactical, classless engine for genre-spanning sandbox campaigns. It suits Game Wardens who want campaign maps, setting alterations, and procedures for custom material. |
| Highlights | Very easy GM prep, flexible character descriptors, XP for discovery | Classless characters combine Proficiencies, Abilities, and Feats across their paths, letting builds develop without fixed classes. Campaign Maps use places, secrets, threats, and clocks to structure an open-ended campaign around player choices. Setting Alterations and Game Warden creation rules provide procedures for adapting the game to a chosen genre. |
| Considerations | Players track most complexity, limited tactical combat, can feel same-y | Character customization spreads choices through multiple chapters, so players compare a large catalogue of Proficiencies, Abilities, and Feats. Conflict procedure is dense: action costs, reactions, conditions, attack penalties, and effect rolls all matter during a turn. Game Wardens make choices about campaign maps and setting alterations when preparing a campaign. |