Land of Eem vs Mausritter
Compare Land of Eem and Mausritter side by side. See differences in complexity, dice, genre, and more.
| Land of Eem | Mausritter | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Narrative, Exploration, Rules-Light, Beginner-Friendly, Hexcrawl, Theater of the Mind, Fiction-First | Rules-Light, Inventory Management, Hexcrawl, Dungeon Crawl, Sandbox, Exploration, Deadly, Attacks Always Hit, Random Tables, CC-Licensed Rules |
| Core Mechanic | Roll 1d12 + skill modifier. Results on a 5-tier scale: Complete Failure (1–2), Failure with a Plus (3–5), Success with a Twist (6–8), Success (9–11), Complete Success (12+). Advantage/disadvantage rolls 2d12 take best/worst. | Roll a d20 equal to or under STR, DEX, or WIL to avoid a risky consequence. Attacks deal weapon damage directly, reduced by armour. Items and conditions compete for limited inventory slots. |
| Dice | d12 | d20 |
| Complexity | Low | Low |
| Availability | Free core rules | Free core rules |
| Runnability | Book tools not listed | 4 of 5 book tools |
| License | Proprietary | Creative Commons Attribution 4.0 International (CC BY 4.0); Mausritter Third Party Licence |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Mausritter Third Party Licence and Mausritter SRD |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Exalted Funeral Press | Exalted Funeral |
| Year | 2023 | 2020 |
| Languages | English | English, Portuguese, Ukrainian, Italian, Polish, Dutch, Spanish, Russian, Czech, French, German |
| Best For | Groups who want lighthearted, story-driven fantasy adventure with whimsical tone, hex crawl exploration, and meaningful roleplay: where talking to monsters is often better than fighting them. | Groups who want mouse-scale sandbox adventures where clever plans and careful supplies matter more than fighting. The rules support exploring dangerous ruins and returning treasure to a safe settlement. |
| Highlights | Whimsical tone encourages creativity, graduated success/failure keeps things interesting, detailed hex crawl and exploration rules, combat designed to be avoidable through parley, character story mechanics with relationships and personal quests | Condition cards occupy inventory slots, forcing a choice between carrying supplies and enduring setbacks. Spell tablets trade greater power for faster depletion and dangerous miscasts. Faction goals advance between sessions, letting the world change beyond the mice’s immediate adventures. |
| Considerations | Whimsical tone won't suit every group, combat is intentionally simple and abstract, tightly tied to its own setting | Damage beyond Hit Protection reduces Strength and can incapacitate a mouse after a single failed save. Depleted spell tablets require specific fictional tasks to recharge. Advancement improves attributes and endurance rather than offering classes or extensive ability choices. |