GunCraze vs Kids on Bikes
Compare GunCraze and Kids on Bikes side by side. See differences in complexity, dice, genre, cost, and more.
| GunCraze | Kids on Bikes | |
|---|---|---|
| Genre | Post-Apocalyptic, Modern | Horror, Modern |
| Play Style | Tactical, Crunchy, Classless, Skill-Based, Deadly, Gritty, Miniatures | Mystery, Worldbuilding, Collaborative, One-Shot Friendly, Drama, Beginner-Friendly, Cinematic |
| Core Mechanic | Statistic Test — roll 1d10, add the relevant Attribute or Skill rank plus modifiers, and meet or beat a target number; contested actions are Opposed Rolls where the higher total wins and ties favor the defender. A natural 9 or 10 on a combat test banks a Craze! Point, and up to three Craze! Points can be spent after a roll to add +1d6 each. Attacks roll a d10 for hit location and deal damage in d6s against per-location hit points. | Six stats (Brains, Brawn, Fight, Flight, Charm, Grit) each get a single die from d4 (terrible) to d20 (superb), with the assignment determined by a chosen Trope (Brilliant Mathlete, Loner Weirdo, Popular Kid, etc.). Roll the relevant stat die against a GM-set difficulty; rolling the die's maximum 'explodes' and the die is rerolled, adding the values together. Failed rolls grant Adversity Tokens, each spendable for +1 on a future roll. Combat is fully narrative — there are no hit points; the margin between attacker and defender rolls determines injury severity and who narrates the outcome. Age (child, teen, or adult) grants +1 to two relevant stats and unlocks a free Strength. Each campaign also features a Powered Character co-controlled by all players through shared Aspect notecards and a pool of Psychic Energy tokens. |
| Dice | d10, d6 | d4–d20 |
| Complexity | High | Low |
| Accessibility | Medium | Medium |
| Runnability | High | Medium |
| License | Proprietary (GunCraze OGL v1.1) | Proprietary |
| Cost | $$ | $$ |
| Publisher | Action Tactics Roleplay Gaming LLC | Hunters Entertainment / Renegade Game Studios |
| Year | 2025 | 2018 |
| Best For | Groups who want crunchy, grid-based tactical gunfights with genuine lethality in a post-apocalyptic setting and don't mind learning a dense rulebook before the first session. | Groups who want collaborative small-town supernatural mystery in the vein of Stranger Things or Stand By Me, where character relationships and tropes matter more than mechanical complexity. Especially well suited to one-shots, short campaigns, and tables that include players new to TTRPGs. |
| Highlights | A natural 9 or 10 on a combat roll banks a Craze! Point, and up to three can be spent afterward for +1d6 each or to dive for cover mid-attack, but never to boost damage, keeping firefights swingy without softening lethality. Damage tracks per body location, so a destroyed limb is disabled and spills further hits into the torso past armor, turning partial wounds into mounting handicaps rather than one shared health bar. Characters are built from specializations, tiered talent trees, ranked skills, and jobs rather than classes, letting any blend of gunplay, melee, and noncombat skill live in one survivor. | Pre-built Tropes turn character creation into a five-minute step, Setting Boundaries safety tools are integrated as the very first step before play, collaborative world-building constructs the town and seeds rumors before the first session, the Powered Character mechanic distributes shared narrative control of the supernatural element across the table via Aspect notecards |
| Considerations | Social conflict resolves through single skill tests, with no structured subsystem for extended negotiation, interrogation, or social maneuvering. The rules cover realistic firearms, melee, and cybernetics only, with no rules for magic, psychic powers, or other fantastical abilities. Installing cybernetics requires both Surgery and Engineering (Robotics) skill ranks plus high target-number tests, gating the augmentation catalog behind dedicated character investment. | Combat is fully narrative with no hit points or initiative, which can frustrate groups who want tactical structure, difficulty setting is entirely GM judgment with example anchors but no formulas, the shared-control Powered Character can confuse players new to collaborative narration, long-campaign play requires the GM to invent advancement and pacing because the rules are tuned for one-shots and short arcs |