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Land of Eem vs Mausritter

Compare Land of Eem and Mausritter side by side. See differences in complexity, dice, genre, and more.

Land of EemMausritter
GenreFantasyFantasy
TagsNarrative, Exploration, Rules-Light, Beginner-Friendly, Hexcrawl, Theater of the Mind, Fiction-FirstRules-Light, Inventory Management, Hexcrawl, Dungeon Crawl, Sandbox, Exploration, Deadly, Attacks Always Hit, Random Tables, CC-Licensed Rules
Core MechanicRoll 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.
Diced12d20
ComplexityLowLow
AvailabilityFree core rulesFree core rules
RunnabilityBook tools not listed4 of 5 book tools
LicenseProprietaryCreative Commons Attribution 4.0 International (CC BY 4.0); Mausritter Third Party Licence
Third-Party PublishingNot yet researchedCommercial publishing allowed — Mausritter Third Party Licence and Mausritter SRD
Summary only, not legal advice. Check current terms before publishing.
PublisherExalted Funeral PressExalted Funeral
Year20232020
LanguagesEnglishEnglish, Portuguese, Ukrainian, Italian, Polish, Dutch, Spanish, Russian, Czech, French, German
Best ForGroups 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.
HighlightsWhimsical 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 questsCondition 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.
ConsiderationsWhimsical tone won't suit every group, combat is intentionally simple and abstract, tightly tied to its own settingDamage 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.