Honey Heist vs Tiny Cyberpunk
Compare Honey Heist and Tiny Cyberpunk side by side. See differences in complexity, dice, genre, and more.
| Honey Heist | Tiny Cyberpunk | |
|---|---|---|
| Genre | Modern | Cyberpunk, Sci-Fi |
| Tags | Rules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the Mind | Rules-Light, One-Shot Friendly, Low-Prep, Fast-Paced, Theater of the Mind, Classless, Solo-Friendly, Random Tables |
| Core Mechanic | When 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 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence. |
| Dice | d6 | d6 dice pool |
| Complexity | Very Low | Medium |
| Availability | Free core rules | Paid |
| Runnability | Book tools not listed | 3 of 5 book tools |
| License | RR&D Community Licence v1.14 | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs) | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Rowan, Rook and Decard (Grant Howitt) | Gallant Knight Games |
| Year | 2017 | 2024 |
| Languages | English | English |
| Best For | Groups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention. | Groups seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns. |
| Highlights | Greed 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. | Hacking uses Firewall difficulty and failure-triggered Kickbacks, giving digital intrusion distinct risks while reusing the core Test. Heat turns mission fallout into escalating corporate actions after rests, carrying consequences between jobs. A complete solo loop pairs scene procedures with oracles, supporting one-player campaigns without a Director. |
| Considerations | There 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. | Most Tests resolve as binary success or failure, leaving unlisted consequences to the Director. Long campaigns require more Director worldbuilding than one-off missions. The Corporate Edition includes portions of Neodinium that the publisher identified as generative-AI text; an announced Hacker Edition will replace that material. |