Dungeons & Dragons Basic Set (Holmes) vs The Quiet Year
Compare Dungeons & Dragons Basic Set (Holmes) and The Quiet Year side by side. See differences in complexity, dice, genre, and more.
| Dungeons & Dragons Basic Set (Holmes) | The Quiet Year | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic |
| Tags | Classic Fantasy, Dungeon Crawl, Exploration, Resource Management, Random Character Creation, Deadly, Vancian Casting, Descending AC, Tactical, Map-Drawing | GM-Less, Worldbuilding, Collaborative, Narrative, Rules-Light, One-Shot Friendly, Fiction-First, Map-Drawing |
| Core Mechanic | Attacks and saving throws use a d20 roll that must meet or exceed the relevant table target. Attack targets depend on the defender's descending Armor Class and the attacker's level or hit dice. The referee resolves other actions through specific d6 or percentile procedures and rulings. | No dice, no GM. A deck of playing cards drives play: each suit is a season, each card a weekly prompt. On your turn, draw a card, answer the prompt, and choose to Discover Something New, Start a Project, or Hold a Discussion. Draw on the shared map to represent changes. Projects take multiple weeks to complete. The Contempt Token signals when a player feels unheard. The game ends when the Frost Shepherds arrive (King of Spades). |
| Dice | d20 | Diceless |
| Complexity | Medium | Very Low |
| Availability | Out of print | Paid |
| Runnability | 3 of 5 book tools | 3 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | TSR Hobbies, Inc. | Buried Without Ceremony (Avery Alder) |
| Year | 1977 | 2013 |
| Languages | English | English |
| Best For | Groups who want low-level dungeon expeditions built around mapping, cautious resource use, and treasure recovery. | Groups who want to collaboratively build a community's story through map-drawing: 52 weeks of discoveries, projects, and tensions before everything changes. |
| Highlights |
| Card-driven structure (one card per week across four seasons) paces the narrative through 52 turns, map-drawing produces a physical artifact of the session, Contempt Token mechanic signals when a player feels unheard, works as a standalone game or worldbuilding tool for other campaigns |
| Considerations |
| Contempt mechanic can create genuine inter-player tension, no way to revisit or undo earlier map decisions, map quality depends on group comfort with drawing, limited replayability with the same group |