Everywhen vs GURPS
Compare Everywhen and GURPS side by side. See differences in complexity, dice, genre, cost, and more.
| Everywhen | GURPS | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Rules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-Prep | Crunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-Based |
| Core Mechanic | Roll 2d6 + attribute + career (or combat ability) vs. 9+ to succeed. Bonus/penalty dice add extra d6s, keeping the best or worst two. Hero Points let you bend the rules. Careers replace skill lists — your background defines what you can do. Mighty Successes and Calamitous Failures add dramatic swings. | Roll 3d6 under target number. Advantage/disadvantage system via character traits. |
| Dice | 2d6 | 3d6 |
| Complexity | Low | Very High |
| Accessibility | Medium | High |
| Community | Very Low | Medium |
| License | Proprietary | SJ Games Online Policy |
| Cost | $$ | Free (Lite) / $$$ |
| Publisher | Filigree Forge | Steve Jackson Games |
| Year | 2018 | 2004 |
| Best For | Groups who want a fast, career-based universal system with tons of optional rules switches — run weird westerns, cyberpunk, age of sail, high fantasy, or anything pulp and heroic. | Groups who want a single system for every genre with granular simulation and deep customization. |
| Highlights | Career system eliminates skill lists, fast-playing 2d6 core, large optional rules toolkit (resolve, psionics, arcana, vehicles, mass battles, investigations), two included settings with more published separately | Highly customizable point-buy system, simulation-focused, one system for any genre |
| Considerations | Requires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstart | Character creation requires significant point-budget planning, combat rules are granular with many modifiers to track, full system spans two 576-page core books plus supplements, GM prep is substantial for campaigns using multiple sourcebooks |