TTRPG Wiki

Compare tabletop RPG systems to find your next game

Draw Steel vs Everspark

Compare Draw Steel and Everspark side by side. See differences in complexity, dice, genre, cost, and more.

Draw SteelEverspark
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyRules-Light, Solo-Friendly, GM-Less, High-Fantasy, Improvisation, Player-Only Rolls, Open Source
Core MechanicPower Roll: roll 2d10 + characteristic and check which tier the result falls into: Tier 1 (11 or less), Tier 2 (12–16), or Tier 3 (17+). Every ability describes three outcomes by tier, so rolls always produce an effect, with no whiffed turns. Edges and banes (+2/−2, or tier shift at double) modify rolls situationally. Each class builds a unique heroic resource during combat, unlocking increasingly powerful abilities as momentum builds. Victories earned from combat and noncombat challenges accumulate across encounters and convert to XP during respites.Skill Checks roll a single d20 with no modifiers and read the result in five tiers: 20 is Very Good (success plus an Opportunity), around 15 is Good, around 10 is OK (success with a Complication), around 5 is Bad, and 1 is Very Bad (failure plus serious Complication). Leverage and Drawback shift the interpretation rather than the roll. Sparks track progress on anything in the fiction (combat, projects, threats, conditions) by drawing rays of a 5-point star on a sticky note; after each advance, roll a d6, and if it lands at or under the rays drawn, the Spark resolves. A 6 on the final check of a closed 5-ray Spark Overturns it, flipping the expected outcome.
Dice2d10d20, d6
ComplexityHighVery Low
AccessibilityHighMedium
RunnabilityHighMedium
LicenseDraw Steel Creator LicenseCC BY-SA 4.0
Cost$$$$$
PublisherMCDM ProductionsCezar Capacle
Year20252025
Best ForGroups who want deeply tactical, cinematic combat where every ability matters and no turn is wasted. Ideal for players who love build variety and dramatic, heroic battles.Solo players or groups who want zero-prep fantasy adventures with maximum narrative flexibility: especially anyone drawn to GM-less or solo play, brand-new players, or experienced groups looking for a relaxed alternative to crunchy fantasy systems.
HighlightsPower Rolls resolve to one of three tiers, so every roll produces an effect and a turn is never wasted. Each of the nine classes builds a unique heroic resource during a fight, unlocking stronger abilities as momentum grows. A negotiation subsystem tracks an NPC's interest and patience, giving social scenes a structured back-and-forth like combat.Sparks abstract every progress system (combat damage, long-term projects, looming threats, resources, lasting conditions) into one shared mechanic, so the rules stay tiny while still tracking long-arc events. Skill checks are player-facing only: monsters, traps, and NPCs act fictionally and the player rolls a d20 to react, removing GM-side rolls entirely. Four built-in modes (solo, GM-less coop, parallel where each player runs their own protagonist, and hosted) let the same game work whether one person sits down alone or six gather at a table. Character sheets carry no numbers: Ancestry, Background, and Class drawn from 20 entries each yield 8,000 baseline combinations and can be rolled randomly in seconds or written out over fifteen minutes through question prompts.
ConsiderationsHeroes start with many abilities and options even at level 1, creating a steeper initial learning curve. Each combat turn juggles heroic resources, conditions, and edges and banes at once, so play carries real tracking overhead. The system targets heroic tactical fantasy specifically, so it provides no rules for dungeon crawling, hexcrawl exploration, or survival play.No combat mechanics, hit points, or numerical traits: players who want tactical positioning, action economy, or character build optimization won't find any of it. Sparks are freeform: when to create one, when to advance, and what counts as resolution are constant judgment calls rather than rules questions. No published setting: every world, faction, and pantheon must be created on the spot or imported from another game's material. Without DCs or modifiers, two characters with very different fictional competence still roll the same; mechanical differentiation is replaced entirely by Leverage/Drawback rulings and narrative description.