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Draw Steel vs The Wildsea

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

Draw SteelThe Wildsea
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyExploration, Narrative, Ship-Based, Worldbuilding, Character-Driven, Collaborative, Fiction-First, Tag-Based
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.Roll a d6 dice pool: 6 is a full success, 4–5 is a partial success, 1–3 is a failure. Doubles of any value trigger a Twist: something unexpected happens. Characters are defined by Aspects (gear, abilities, cultural traits) with associated damage tracks. Progress clocks (tracks) are used universally for combat, crafting, healing, and journeys. Drives give characters personal goals that earn advancement.
Dice2d10d6 dice pool
ComplexityHighLow
AccessibilityHighHigh
RunnabilityHighVery High
LicenseDraw Steel Creator LicenseProprietary
Cost$$$$$
PublisherMCDM ProductionsMythworks (Felix Isaacs)
Year20252023
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.Groups who want exploration-driven campaigns in a wildly original setting: sailing chainsaw ships across living treetops with a diverse crew of humans, cactus-folk, spider hive-minds, and moth-people.
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.Seven playable species including cactus-folk, spider hive-minds, and moth-people, track system unifies combat, crafting, healing, and journeys under one mechanic, Silver ENnie winner for Best Writing, character creation uses modular Aspects (gear, abilities, cultural traits)
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.Track-based resolution uses the same clock mechanic for all conflict types, d6 dice pool with doubles-as-Twist is the only resolution mechanic, equipment and aspect lists lack a comprehensive index, setting-specific: tied to the treetop-ocean world