Invincible – Superhero Roleplaying vs Playing God
Compare Invincible – Superhero Roleplaying and Playing God side by side. See differences in complexity, dice, genre, and more.
| Invincible – Superhero Roleplaying | Playing God | |
|---|---|---|
| Genre | Modern, Scifi, Superhero | Fantasy |
| Tags | Superpowers, Licensed IP, High-Power, Tactical, Character Building, Character-Driven, Solo-Friendly, Theater of the Mind | Collaborative, Diceless, GM-Less, High-Power, One-Shot Friendly, Roleplay-Heavy, Sandbox, Solo-Friendly, Superpowers, Worldbuilding |
| Core Mechanic | Roll a pool of d6s equal to an attribute and count each 6 as a success. Extra successes buy stunts. After a failed roll or when seeking more successes, push once by rerolling dice that show neither 6 nor 1; each 1 remaining after the push causes stress. | Playing God uses no dice for its core resolution: players choose from the minor and major wonders allowed by their divine rank, and each wonder takes effect without a success roll. Devotion plus History determines divine rank, which expands the number and scale of wonders available each age. The optional Deck of Fate adds uncontrollable mortal events, while avatar battles use a separate card-hand procedure or another system chosen by the table. |
| Dice | d6 dice pool | Diceless |
| Complexity | High | Medium |
| Availability | Free quickstart | Paid |
| Runnability | 5 of 5 book tools | 2 of 5 book tools |
| License | All Rights Reserved | ORC License |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — ORC License |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Free League Publishing | Gnome Made Games |
| Year | 2026 | 2025 |
| Languages | English | English |
| Best For | Groups who want custom superheroes to alternate between destructive team fights and relationship-driven scenes about responsibility, stress, and ordinary life. It suits campaigns ranging from young street heroes to cosmic champions, with a separate solo crisis mode. | Groups who want to create a shared mythology across ages, either as a standalone campaign or as a foundation for another RPG setting. It also suits solo players and GM-less tables that enjoy negotiating divine alliances and rivalries. |
| Highlights | Extra successes buy comic-book stunts such as knockback and collateral destruction, while players can propose GM-approved improvised stunts. Action scenes threaten Health and generate stress against Resolve, while relationship-centered social scenes restore Resolve and tie personal life to the campaign loop. Crisis Mode supplies response engines and escalating timers for solo superhero play without a Gamemaster. | Each of the 23 domains grants a distinct wonder and modifier, making a god's portfolio mechanically consequential. Wonders permanently alter the shared multiverse, producing a usable mythic setting as play advances. Lower-ranked deities can pool their allotments to perform major wonders they could not enact alone. |
| Considerations | The large power catalog, reaction-heavy zone combat, and critical-injury procedures create a steeper learning curve than the simple dice pool suggests. Brutal injuries, permanent death, and collateral damage are deliberate parts of play, so groups should align on graphic superhero violence. The setting chapter, campaign material, and character profiles draw heavily on Invincible, so groups seeking a generic superhero toolkit may choose to replace them. | Play centers on choosing and narrating godly wonders, with little direct support for character-scale action. Avatar battles use a brief card-hand procedure or another game chosen by the table, so the core book does not model positional combat. The optional Deck of Fate can impose Devotion losses or dictate a deity's next wonder, trading player control for unpredictable mortal events. |