GURPS vs WARDEN
Compare GURPS and WARDEN side by side. See differences in complexity, dice, genre, cost, and more.
| GURPS | WARDEN | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Crunchy, Simulation, Sandbox, Character Building, Tactical | Cinematic, Classless, Character Building, Tactical, Exploration, Sandbox, Character-Driven, Grid-Based, Toolkit, Strong GM Support |
| Core Mechanic | Roll 3d6 under target number. Advantage/disadvantage system via character traits. | Roll a d20 plus a relevant Proficiency and modifiers against a Difficulty Value. Natural 20s and 1s shift the result tier, while a result at least 10 above or below the difficulty is critical. In Conflict, characters have three Action Points and one Reaction each round. |
| Dice | 3d6 | d20 |
| Complexity | Very High | Medium |
| Accessibility | High | Medium |
| Runnability | High | Medium |
| License | SJ Games Online Policy | ORC License |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — ORC License |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $ |
| Publisher | Steve Jackson Games | Ghost Spark |
| Year | 2004 | 2026 |
| Best For | Groups who want a single system for every genre with granular simulation and deep customization. | Groups who want a tactical, classless engine for genre-spanning sandbox campaigns. It suits Game Wardens who want campaign maps, setting alterations, and procedures for custom material. |
| Highlights | Highly customizable point-buy system, simulation-focused, one system for any genre | Classless characters combine Proficiencies, Abilities, and Feats across their paths, letting builds develop without fixed classes. Campaign Maps use places, secrets, threats, and clocks to structure an open-ended campaign around player choices. Setting Alterations and Game Warden creation rules provide procedures for adapting the game to a chosen genre. |
| Considerations | 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 | Character customization spreads choices through multiple chapters, so players compare a large catalogue of Proficiencies, Abilities, and Feats. Conflict procedure is dense: action costs, reactions, conditions, attack penalties, and effect rolls all matter during a turn. Game Wardens make choices about campaign maps and setting alterations when preparing a campaign. |