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ESSER vs Horse Majeure

Compare ESSER and Horse Majeure side by side. See differences in complexity, dice, genre, and more.

ESSERHorse Majeure
GenreUniversalModern
TagsRules-Light, Theater of the Mind, One-Shot Friendly, Short Sessions, Fast-Paced, Low-Prep, Freeform Magic, Cinematic, Classless, Roll to CastComedy, Beginner-Friendly, Rules-Light, One-Shot Friendly, Short Sessions, Collaborative, Fast-Paced, Low-Prep
Core MechanicRoll d20 + skill bonus + attribute bonus. A result of 1–9 fails with a complication, 10–14 succeeds at a cost, 15–19 fully succeeds, and 20+ succeeds with an epic effect.Two players form one horse: Player 1 (front) and Player 2 (back). Each player rolls one d6 simultaneously. The dice must be within one value of each other to succeed. Matching dice is a perfect result. Increasing differences produce mixed success, failure, or critical failure. A 5-off result is a catastrophic failure that rips the costume in half. A Horse Tolerance Meter tracks how suspicious NPCs are: reaching level 5 loses the game. A bonus racing mode uses the same dice mechanic on a track board for up to 4 teams.
Diced20d6
ComplexityVery LowVery Low
AvailabilityFree core rulesPaid
RunnabilityBook tools not listedBook tools not listed
LicenseProprietaryStandard commercial
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherEspen ErlandsenTom Lavery
Year20262025
LanguagesEnglishEnglish
Best ForGroups seeking a two-hour, genre-flexible one-shot where the same d20 engine handles action and conversation.Groups looking for a quick, absurd party game where two players physically coordinate as the front and back halves of a horse costume, hunting for an apple in places horses should not be.
HighlightsThe same d20 roll handles standard checks and direct contests, making transitions between scene types quick. Interface scales open-ended supernatural or technical effects by skill tier, letting one procedure cover magic and hacking. NPCs need a core bonus, Strikes, and an optional trait, so a GM can prepare threats with few statistics.Unique two-player-per-character mechanic forces coordination between the front and back of a horse costume. Horse Tolerance Meter creates escalating tension as NPCs grow suspicious. Includes three detailed color-coded maps with story hooks: a hospital, a space station, and a haunted house. Includes a separate racing board game mode for even player counts. Print-and-play zine format with standee cutouts included.
ConsiderationsNo default setting is provided, so groups must supply a world for their adventure. Gear grants fictional permission rather than numeric bonuses, limiting equipment-based builds. Strikes reset after each adventure, so the track does not preserve mechanical attrition between adventures.Single-page ruleset with no character advancement, inventory, or campaign structure. Requires exactly even player counts plus a GM. One expansion zine (Stable Conditions) adds items and a bingo board. Humor depends heavily on the group's willingness to commit to the premise.