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Honey Heist vs Troika!

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

Honey HeistTroika!
GenreModernFantasy, Sci-Fi
TagsRules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the MindRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
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.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.
Diced62d6
ComplexityVery LowVery Low
AvailabilityFree core rulesFree core rules
RunnabilityBook tools not listed2 of 5 book tools
LicenseRR&D Community Licence v1.14Open (Troika! SRD)
Third-Party PublishingCommercial 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.
PublisherRowan, Rook and Decard (Grant Howitt)Melsonian Arts Council
Year20172019
LanguagesEnglishEnglish
Best ForGroups 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.
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.Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
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.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