Honey Heist vs Troika!
Compare Honey Heist and Troika! side by side. See differences in complexity, dice, genre, and more.
| Honey Heist | Troika! | |
|---|---|---|
| Genre | Modern | Fantasy, 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, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, 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. | Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test. |
| Dice | d6 | 2d6 |
| Complexity | Very Low | Very Low |
| Availability | Free core rules | Free core rules |
| Runnability | Book tools not listed | 2 of 5 book tools |
| License | RR&D Community Licence v1.14 | Open (Troika! SRD) |
| 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) | Melsonian Arts Council |
| Year | 2017 | 2019 |
| 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. | Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play. |
| 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. | Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test |
| 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. | Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth |