Kids on Brooms vs No Thank You, Evil!
Compare Kids on Brooms and No Thank You, Evil! side by side. See differences in complexity, dice, genre, and more.
| Kids on Brooms | No Thank You, Evil! | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Magic School, Freeform Magic, Roll to Cast, Collaborative, Worldbuilding, Rules-Light, Low-Prep, Fear & Stress Mechanics, Beginner-Friendly, Family-Friendly | Beginner-Friendly, Family-Friendly, Rules-Light, Narrative, Collaborative, Low-Prep |
| Core Mechanic | Each of six stats has a die from d4 to d20; roll the relevant die against a GM-set difficulty. A maximum die result that still misses triggers a Lucky Break reroll, adding the new result. Failed checks grant Adversity Tokens that players can later spend to raise rolls. | 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 | d4–d20 | d6 |
| Complexity | Low | Very Low |
| Availability | Paid | Paid |
| Runnability | 3 of 5 book tools | 3 of 5 book tools |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Hunters Entertainment / Renegade Game Studios | Monte Cook Games |
| Year | 2020 | 2015 |
| Languages | English, Italian | English |
| Best For | Groups that want to build a magical school together and tell adventures from its rumors and relationships. It suits tables that prefer a light check system and open-ended magic over tactical combat. | Families with kids aged 5 and up who want a structured, supportive introduction to tabletop RPGs in a whimsical setting. |
| Highlights | Players build their school together and seed its history with rumors that the GM can turn into adventures. Open-ended spells use the intended effect and scope to set a difficulty, letting students attempt magic without a fixed spell list. Relationship questions establish bonds among characters before play and give the GM personal story hooks. | 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 | The GM judges target numbers for ordinary checks using example anchors rather than a fixed formula. Spell difficulty depends on four effect categories, asking the GM to price each new magical attempt. Combat resolves through opposed checks and an injury chart without tactical positioning rules. | 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 |