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Honey Heist vs Mischief

Compare Honey Heist and Mischief side by side. See differences in complexity, dice, genre, and more.

Honey HeistMischief
GenreModernFantasy
TagsRules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the MindRules-Light, Classless, Gonzo, Comedy, Fast-Paced, Fiction-First, Low-Prep, Improvisation, Character-Driven, Hackable
Core MechanicWhen a bear acts and the outcome is in doubt, the player rolls 1d6 against the relevant stat, Bear or Criminal: a roll equal to or under the stat succeeds, and a roll over it fails. Using the bear type's skill or doing something covered by the character's role rolls 2d6 and keeps the lowest. When the lowest die rolled is a 6, the GM introduces a twist or unseen complication.Roll a d12 and add BODY, MIND, or WILL, then read the total on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Each instance of Good or Bad Luck adds a d12 and keeps the highest or lowest result.
Diced6d12
ComplexityVery LowLow
AvailabilityFree core rulesFree core rules
RunnabilityBook tools not listed3 of 5 book tools
LicenseRR&D Community Licence v1.14Made for Mischief Third-Party License
Third-Party PublishingCommercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs)Commercial publishing allowed — Made for Mischief Third-Party License
Summary only, not legal advice. Check current terms before publishing.
PublisherRowan, Rook and Decard (Grant Howitt)Drimbus
Year20172026
LanguagesEnglishEnglish
Best ForGroups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention.Groups who want quick, swingy fantasy sessions with comedic magic, freeform character concepts, and advancement tied to each character's personal goals.
HighlightsGreed moves a point from Bear to Criminal when the plan goes off without a hitch, and Frustration moves one back when the plan fails and the bear runs into difficulty. A player can shift a point toward Criminal by playing a flashback scene of the bears planning the heist, or toward Bear by eating a load of honey. The GM sets up each heist from random tables, including two security features and a complication kept secret from the players.Opponents use a single Power score as roll modifier, damage track, and persuasion threshold, so one number runs a creature in both combat and conversation. Characters level up by checking off items on a player-written Bucket List, tying advancement to personal goals rather than experience points. Abilities and spells share one list and are normally Exhausted by a failed roll, so magic needs no spell slots or mana.
ConsiderationsThere are no experience, advancement or campaign rules. Bear covers shrugging off damage, but the rules track no damage or injury. The sheet gives no rule for what a player does after their bear betrays the party or flips out at 6.A failed roll exhausts the Ability used until a Rest or Healing restores it, so a character starting with three Abilities can lose most of their tricks within one Conflict. Base attack damage is usually 1, or 2 on a critical, so weapons mostly differ in accuracy, critical range, and Luck conditions. Wounds add a -1 penalty and then Bad Luck on every roll, so injured characters get steadily worse at escaping danger.