Inspirisles vs No Thank You, Evil!
Compare Inspirisles and No Thank You, Evil! side by side. See differences in complexity, dice, genre, and more.
| Inspirisles | No Thank You, Evil! | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Collaborative, Beginner-Friendly, Family-Friendly, Narrative, Rules-Light, Low-Prep | Beginner-Friendly, Family-Friendly, Rules-Light, Narrative, Collaborative, Low-Prep |
| Core Mechanic | Leader rolls 3d6 against target 11. Party members assist by describing how they use elemental Shaping (sign language-based magic), adding bonuses. Roll 17–18 is automatic success; 3–4 is automatic failure. | Simplified Cypher System: roll d6 vs. difficulty number (1–6). Spend points from pools (Tough, Fast, Smart, Awesome) to lower difficulty. Character sentences scale by age: 'I'm a Noun' (age 5+), 'I'm an Adjective Noun' (age 6+), 'I'm an Adjective Noun who Verbs' (age 8+). Every character has a Companion with a one-use Cypher power. Any player can shout 'No Thank You, Evil!' to instantly end a scary encounter. |
| Dice | 3d6 | d6 |
| Complexity | Very Low | Very Low |
| Availability | Paid | Paid |
| Runnability | 3 of 5 book tools | 3 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Hatchlings Games | Monte Cook Games |
| Year | 2021 | 2015 |
| Languages | English | English |
| Best For | Groups wanting a family-friendly cooperative fantasy RPG that introduces sign language (ASL/BSL) and Deaf awareness through an enchanting Celtic-inspired setting. | Families with kids aged 5 and up who want a structured, supportive introduction to tabletop RPGs in a whimsical setting. |
| Highlights | Teaches real sign language (ASL and BSL) through play, strong safety tools and consent framework, inclusive and family-friendly, unique cooperative focus where every player contributes to tests | Three complexity tiers scale character sentences by age (5+, 6+, 8+), built-in safety mechanic lets any player end a scary encounter, every character has a Companion with a one-use Cypher power, uses simplified Cypher System rules as a gateway to Numenera and The Strange |
| Considerations | Very narrow appeal, minimal mechanical depth beyond the core roll, tightly bound to its specific setting, sign language component may not suit all groups | Designed for ages 5–12 with limited mechanical depth for older players, d6 vs. difficulty 1–6 resolution has narrow outcome range, setting is locked to the whimsical land of Storia, no advancement system beyond the three-tier sentence structure |