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Electric Bastionland vs Warhammer Fantasy Roleplay

Compare Electric Bastionland and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Electric BastionlandWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleRules-Light, Weird, Classless, Dungeon Crawl, Attacks Always Hit, One-Shot Friendly, Low-PrepCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll d20 equal to or under attribute (STR, DEX, CHA) to avoid danger. Attacks always hit: roll weapon damage directly, reduced by armor. 100+ unique Failed Careers define your character through equipment and debt rather than stats.Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Diced20d100
ComplexityVery LowMedium
AccessibilityHighLow
RunnabilityHighHigh
LicenseMark of the Odd SRDNo open license
CostFree / $$$$$
PublisherBastionland PressCubicle 7
Year20202018
Best ForShort treasure-hunting campaigns in a surreal, modern-tinged city. Ideal for groups who love strange worldbuilding, fast character creation via 100+ Failed Careers, and fiction-driven play.Groups who want dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
HighlightsTwo pages of actual rules, 100+ varied Failed Careers, detailed GM guidance, free 42-page edition available, spawned an entire design movementThe career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests.
ConsiderationsTightly coupled to its surreal Bastion setting, minimal character progression, requires a confident GM, narrow genre focusThe rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills.