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Dungeon Crawlers vs The Quick RPG

Compare Dungeon Crawlers and The Quick RPG side by side. See differences in complexity, dice, genre, and more.

Dungeon CrawlersThe Quick RPG
GenreFantasyUniversal
TagsRules-Light, One-Shot Friendly, Dungeon Crawl, Low-Prep, Fast-Paced, Fiction-First, Freeform Magic, Heroic, Theater of the MindRules-Light, Fiction-First, Solo-Friendly, Low-Prep, Improvisation, Random Tables, One-Shot Friendly, Theater of the Mind, Freeform Magic, CC-Licensed Rules
Core MechanicBuild a pool of Action dice (d6s) from trademarks and edges. Roll Danger dice for obstacles: matching Danger dice cancel Action dice. Highest remaining Action die determines success (6 = full, 4–5 = partial, 3 or less = fail).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.
Diced6 dice poold4–d12
ComplexityVery LowVery Low
AvailabilityPaidFree core rules
RunnabilityBook tools not listedBook tools not listed
LicenseAll Rights ReservedCC BY-SA 4.0
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherPeril PlanetSquidhead Games
Year20202025
LanguagesEnglishEnglish
Best ForGroups wanting instant fantasy dungeon-crawling with minimal rules: perfect for one-shots, new players, or when you forgot your rulebooks.Groups or solo players who want to start an adventure within minutes and are comfortable making rulings where the rules are silent.
HighlightsEntire game fits on 2 pages, character creation in minutes, freeform magic system, built-in adventure generator, same action/danger dice as Neon City OverdrivePlayers 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.
ConsiderationsVery minimal: no detailed combat or advancement systems, limited long-campaign support, lacks depth for crunch-oriented playersAdvancement 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.