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Everywhen vs GURPS

Compare Everywhen and GURPS side by side. See differences in complexity, dice, genre, cost, and more.

EverywhenGURPS
GenreUniversalUniversal
Play StyleRules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-PrepCrunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-Based
Core MechanicRoll 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.
Dice2d63d6
ComplexityLowVery High
AccessibilityMediumHigh
CommunityVery LowMedium
LicenseProprietarySJ Games Online Policy
Cost$$Free (Lite) / $$$
PublisherFiligree ForgeSteve Jackson Games
Year20182004
Best ForGroups 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.
HighlightsCareer 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 separatelyHighly customizable point-buy system, simulation-focused, one system for any genre
ConsiderationsRequires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstartCharacter 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