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GURPS vs Ishanekon: World Shapers

Compare GURPS and Ishanekon: World Shapers side by side. See differences in complexity, dice, genre, cost, and more.

GURPSIshanekon: World Shapers
GenreUniversalUniversal
Play StyleCrunchy, Simulation, Sandbox, Character Building, Tactical, Grid-BasedCharacter Building, Crunchy, Tactical, Toolkit, Hackable, Open Source
Core MechanicRoll 3d6 under target number. Advantage/disadvantage system via character traits.Skill Check — roll d10, add your level in the relevant Skill plus half the matching Stat Bonus (a stat's value minus 10), and meet or beat a difficulty from 1 (Very Easy) to 19 (Nearly Impossible). Attacks instead roll d20 plus a weapon's hit bonus against the target's Evasion. Combat runs in rounds where each character spends three Action Points per turn, with an attack costing two and a natural 20 adding bonus damage. The GM awards Narrative Momentum for inventive roleplay, which players spend together with Action Points on Cinematic Actions — freeform stunts resolved at the GM's discretion.
Dice3d6d4–d20
ComplexityVery HighHigh
AccessibilityHighVery High
RunnabilityHighHigh
LicenseSJ Games Online PolicyCC BY 4.0
CostFree (Lite) / $$$Free
PublisherSteve Jackson GamesBlaze Reason
Year20042022
Best ForGroups who want a single system for every genre with granular simulation and deep customization.Groups who want maximal character customization in a free, setting-agnostic system — players who enjoy assembling a bespoke concept from a huge option pool and a GM willing to supply the world the rules deliberately leave blank.
HighlightsHighly customizable point-buy system, simulation-focused, one system for any genreCharacters are assembled from ten Archetypes, more than 210 Sub-Archetypes, over a thousand Abilities, plus Paths, Talents, and Traits, giving a single concept many independent axes of mechanical customization. Abilities draw on a Willpower pool, and spending extra Willpower upcasts them on the fly — scaling effects like damage, area, targets, or duration up to a per-tier limit — so one ability flexes to the moment instead of being a fixed effect. Every feature carries a complexity rating from 1 to 4, and Beginner Traits, a Cinematic Rules mode, and thirteen alternative-rule modules let a group run the same engine as a rules-light game or a dense tactical one.
ConsiderationsCharacter 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 sourcebooksCharacter creation draws from over a thousand abilities plus hundreds of talents and traits, so building a character means selecting from a very large catalogue rather than a curated short list. The system is setting-agnostic and ships with no default world, so a group must supply or adapt a setting before the customization options mean anything in play. Skill checks and attacks resolve on separate scales — d10 plus half a Stat Bonus for skills, d20 plus full bonuses against Evasion for attacks — so the two halves of the system use different math players must keep straight.