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 Crawlers | The Quick RPG | |
|---|---|---|
| Genre | Fantasy | Universal |
| Tags | Rules-Light, One-Shot Friendly, Dungeon Crawl, Low-Prep, Fast-Paced, Fiction-First, Freeform Magic, Heroic, Theater of the Mind | Rules-Light, Fiction-First, Solo-Friendly, Low-Prep, Improvisation, Random Tables, One-Shot Friendly, Theater of the Mind, Freeform Magic, CC-Licensed Rules |
| Core Mechanic | Build 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. |
| Dice | d6 dice pool | d4–d12 |
| Complexity | Very Low | Very Low |
| Availability | Paid | Free core rules |
| Runnability | Book tools not listed | Book tools not listed |
| License | All Rights Reserved | CC BY-SA 4.0 |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Open license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Peril Planet | Squidhead Games |
| Year | 2020 | 2025 |
| Languages | English | English |
| Best For | Groups 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. |
| Highlights | Entire game fits on 2 pages, character creation in minutes, freeform magic system, built-in adventure generator, same action/danger dice as Neon City Overdrive | Players 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. |
| Considerations | Very minimal: no detailed combat or advancement systems, limited long-campaign support, lacks depth for crunch-oriented players | Advancement 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. |