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GURPS vs Microscope

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

GURPSMicroscope
GenreUniversalUniversal
Play StyleCrunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-BasedNarrative, Worldbuilding, GM-Less, Rules-Light, One-Shot Friendly, Fiction-First, Collaborative
Core MechanicRoll 3d6 under target number. Advantage/disadvantage system via character traits.No dice, no GM. Players take turns adding Periods (eras), Events, and Scenes to a shared timeline. A rotating Lens player picks a thematic Focus each round. A Palette of Yes/No elements sets boundaries. Scenes are role-played to answer a specific question about the history. Play jumps freely across time.
Dice3d6Diceless
ComplexityVery HighVery Low
AccessibilityHighHigh
CommunityMediumLow
LicenseSJ Games Online PolicyProprietary
CostFree (Lite) / $$$$
PublisherSteve Jackson GamesLame Mage Productions
Year20042011
Best ForGroups who want a single system for every genre with granular simulation and deep customization.Groups who want to collaboratively create vast histories spanning centuries or millennia — perfect for worldbuilding sessions, one-shots, or as a campaign-creation tool for other RPGs.
HighlightsHighly customizable point-buy system, simulation-focused, one system for any genreFlexible across any setting and genre, zero prep required, no GM needed, useful as a worldbuilding tool for other campaigns, simple rules anyone can learn in minutes, generates unexpected creative results
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 sourcebooksCan produce incoherent timelines without group alignment, one player can dominate if others are less assertive, no mechanism to resolve creative disagreements, sessions can stall without a facilitator