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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
GenreFantasyPost-Apocalyptic
TagsClassic Fantasy, Dungeon Crawl, Exploration, Resource Management, Random Character Creation, Deadly, Vancian Casting, Descending AC, Tactical, Map-DrawingGM-Less, Worldbuilding, Collaborative, Narrative, Rules-Light, One-Shot Friendly, Fiction-First, Map-Drawing
Core MechanicAttacks 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).
Diced20Diceless
ComplexityMediumVery Low
AvailabilityOut of printPaid
Runnability3 of 5 book tools3 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR Hobbies, Inc.Buried Without Ceremony (Avery Alder)
Year19772013
LanguagesEnglishEnglish
Best ForGroups 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
  • Ten-minute turns tie searching and rest to the risk of wandering monsters.
  • Recovering treasure grants experience, rewarding expeditions that secure loot without fighting every monster.
  • Reaction rolls let encountered creatures respond with negotiation or offers of help.
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
  • The core covers only the first three character levels and refers higher-level play to Advanced Dungeons & Dragons.
  • Magic-users must spend at least a day studying to regain an expended spell.
  • Poison can kill on a failed saving throw even when the initial hit is survivable.
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