Everspark vs Playing God
Compare Everspark and Playing God side by side. See differences in complexity, dice, genre, and more.
| Everspark | Playing God | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Rules-Light, Solo-Friendly, GM-Less, High-Fantasy, Improvisation, Player-Only Rolls, CC-Licensed Rules | Collaborative, Diceless, GM-Less, High-Power, One-Shot Friendly, Roleplay-Heavy, Sandbox, Solo-Friendly, Superpowers, Worldbuilding |
| Core Mechanic | Skill Checks roll a single d20 with no modifiers and read the result in five tiers: 20 is Very Good (success plus an Opportunity), around 15 is Good, around 10 is OK (success with a Complication), around 5 is Bad, and 1 is Very Bad (failure plus serious Complication). Leverage and Drawback shift the interpretation rather than the roll. Sparks track progress on anything in the fiction (combat, projects, threats, conditions) by drawing rays of a 5-point star on a sticky note; after each advance, roll a d6, and if it lands at or under the rays drawn, the Spark resolves. A 6 on the final check of a closed 5-ray Spark Overturns it, flipping the expected outcome. | Playing God uses no dice for its core resolution: players choose from the minor and major wonders allowed by their divine rank, and each wonder takes effect without a success roll. Devotion plus History determines divine rank, which expands the number and scale of wonders available each age. The optional Deck of Fate adds uncontrollable mortal events, while avatar battles use a separate card-hand procedure or another system chosen by the table. |
| Dice | d20, d6 | Diceless |
| Complexity | Very Low | Medium |
| Availability | Paid | Paid |
| Runnability | 4 of 5 book tools | 2 of 5 book tools |
| License | CC BY-SA 4.0 | ORC License |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — ORC License |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Cezar Capacle | Gnome Made Games |
| Year | 2025 | 2025 |
| Languages | English | English |
| Best For | Solo players or groups who want zero-prep fantasy adventures with maximum narrative flexibility: especially anyone drawn to GM-less or solo play, brand-new players, or experienced groups looking for a relaxed alternative to crunchy fantasy systems. | Groups who want to create a shared mythology across ages, either as a standalone campaign or as a foundation for another RPG setting. It also suits solo players and GM-less tables that enjoy negotiating divine alliances and rivalries. |
| Highlights | Sparks abstract every progress system (combat damage, long-term projects, looming threats, resources, lasting conditions) into one shared mechanic, so the rules stay tiny while still tracking long-arc events. Skill checks are player-facing only: monsters, traps, and NPCs act fictionally and the player rolls a d20 to react, removing GM-side rolls entirely. Four built-in modes (solo, GM-less coop, parallel where each player runs their own protagonist, and hosted) let the same game work whether one person sits down alone or six gather at a table. Character sheets carry no numbers: Ancestry, Background, and Class drawn from 20 entries each yield 8,000 baseline combinations and can be rolled randomly in seconds or written out over fifteen minutes through question prompts. | Each of the 23 domains grants a distinct wonder and modifier, making a god's portfolio mechanically consequential. Wonders permanently alter the shared multiverse, producing a usable mythic setting as play advances. Lower-ranked deities can pool their allotments to perform major wonders they could not enact alone. |
| Considerations | No combat mechanics, hit points, or numerical traits: players who want tactical positioning, action economy, or character build optimization won't find any of it. Sparks are freeform: when to create one, when to advance, and what counts as resolution are constant judgment calls rather than rules questions. No published setting: every world, faction, and pantheon must be created on the spot or imported from another game's material. Without DCs or modifiers, two characters with very different fictional competence still roll the same; mechanical differentiation is replaced entirely by Leverage/Drawback rulings and narrative description. | Play centers on choosing and narrating godly wonders, with little direct support for character-scale action. Avatar battles use a brief card-hand procedure or another game chosen by the table, so the core book does not model positional combat. The optional Deck of Fate can impose Devotion losses or dictate a deity's next wonder, trading player control for unpredictable mortal events. |