TTRPG Wiki

Compare tabletop RPG systems to find your next game

Kids on Bikes vs Twilight: 2000

Compare Kids on Bikes and Twilight: 2000 side by side. See differences in complexity, dice, genre, cost, and more.

Kids on BikesTwilight: 2000
GenreHorror, ModernPost-Apocalyptic, Modern
Play StyleMystery, Worldbuilding, Collaborative, One-Shot Friendly, Drama, Beginner-Friendly, CinematicGritty, Survival, Combat-Heavy, Hexcrawl, Base-Building, Deadly, Inventory Management, Random Character Creation
Core MechanicSix stats (Brains, Brawn, Fight, Flight, Charm, Grit) each get a single die from d4 (terrible) to d20 (superb), with the assignment determined by a chosen Trope (Brilliant Mathlete, Loner Weirdo, Popular Kid, etc.). Roll the relevant stat die against a GM-set difficulty; rolling the die's maximum 'explodes' and the die is rerolled, adding the values together. Failed rolls grant Adversity Tokens, each spendable for +1 on a future roll. Combat is fully narrative: there are no hit points; the margin between attacker and defender rolls determines injury severity and who narrates the outcome. Age (child, teen, or adult) grants +1 to two relevant stats and unlocks a free Strength. Each campaign also features a Powered Character co-controlled by all players through shared Aspect notecards and a pool of Psychic Energy tokens.Roll one attribute die and one skill die, each rated as a step die (d6, d8, d10, or d12). A result of 6+ on either die is a success; 10+ counts as two successes. Rolls can be pushed for extra dice at the cost of damage or stress. Ammo dice track ammunition expenditure during firefights, degrading with use.
Diced4–d20d6–d12
ComplexityLowHigh
AccessibilityMediumMedium
RunnabilityMediumHigh
LicenseProprietaryYear Zero Engine FTL
Cost$$$$
PublisherHunters Entertainment / Renegade Game StudiosFree League Publishing
Year20182021
Best ForGroups who want collaborative small-town supernatural mystery in the vein of Stranger Things or Stand By Me, where character relationships and tropes matter more than mechanical complexity. Especially well suited to one-shots, short campaigns, and tables that include players new to TTRPGs.Groups who want a gritty military survival sandbox where managing ammunition, fuel, food, and shelter matters as much as combat, set against a Cold War-gone-hot alternate history.
HighlightsPre-built Tropes turn character creation into a five-minute step, Setting Boundaries safety tools are integrated as the very first step before play, collaborative world-building constructs the town and seeds rumors before the first session, the Powered Character mechanic distributes shared narrative control of the supernatural element across the table via Aspect notecardsHex-based travel and exploration system with structured daily tasks (march, forage, scrounge, rest), detailed but playable firearms and vehicle rules with real-world military equipment, ammo dice mechanic abstracts ammunition management without individual round tracking, base-building rules for establishing and upgrading a home settlement
ConsiderationsCombat is fully narrative with no hit points or initiative, which can frustrate groups who want tactical structure, difficulty setting is entirely GM judgment with example anchors but no formulas, the shared-control Powered Character can confuse players new to collaborative narration, long-campaign play requires the GM to invent advancement and pacing because the rules are tuned for one-shots and short arcsCombat lethality can frustrate players attached to their characters, large core set with multiple booklets and maps to manage, narrow post-apocalyptic military premise limits campaign variety, step dice mechanic produces a flat probability curve with high variance on individual rolls