TTRPG Wiki

Compare tabletop RPG systems to find your next game

Everspark vs Warhammer Fantasy Roleplay

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

EversparkWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleRules-Light, Narrative, Fiction-First, Player-Only Rolls, Solo-Friendly, GM-Less, Beginner-Friendly, Low-Prep, Improvisation, High-Fantasy, Open Source, Hackable, Roleplay-HeavyGritty, Deadly, Career-Based, Dark Fantasy, Roleplay-Heavy, Atmospheric, Low-Fantasy, Investigation, Corruption, Lore-Heavy, Licensed Setting, Random Character Creation, Roll to Cast, Grimdark
Core MechanicSkill 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.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.
Diced20, d6d100
ComplexityVery LowMedium
AccessibilityHighMedium
CommunityLowMedium
LicenseCC BY-SA 4.0No open license
Cost$$$$$
PublisherCezar CapacleCubicle 7
Year20252018
Best ForSolo 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 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.
HighlightsSparks 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.Detailed grimdark setting, career system creates varied character arcs, combat carries real consequences
ConsiderationsNo 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.Tightly bound to the Old World setting, Success Level math can slow play, expensive supplement line