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LIFTS vs Microscope

Compare LIFTS and Microscope side by side. See differences in complexity, dice, genre, and more.

LIFTSMicroscope
GenreUniversalUniversal
TagsExperimental, Diceless, Comedy, Gonzo, Rules-Light, One-Shot Friendly, Narrative, GM-Less, Collaborative, Mission-BasedNarrative, Worldbuilding, GM-Less, Rules-Light, One-Shot Friendly, Fiction-First, Collaborative
Core MechanicResolution is diceless and varies by the included game. In Roboflex, a disagreement with the Muscle Master becomes an exercise challenge. Minor conflicts set an easy, moderate, or hard target (5, 10, or 20 sit-ups in a social conflict), multiplied by the player's self-chosen fitness level of one to three. Major conflicts pit the player directly against the Muscle Master, such as a sprint to the end of the block and back. A relevant skill or profession grants a small edge, such as crunches instead of sit-ups or a head start. The winner is right about the disputed outcome. Several Volume 2 games instead attach an exercise to each move, with a 0 Flex failure and a list of selectable Flex effects. The Moon game grades success against both the Muscle Master and the player's previous rep count. Vegetables: The Recommended has each move spend a day from the player's logged meal planner, and that day's Flex rating sets the result.No dice, no GM. Players take turns adding Periods (eras), Events, and Scenes to a shared timeline. A rotating Lens player picks a thematic Focus each round. A Palette of Yes/No elements sets boundaries. Scenes are role-played to answer a specific question about the history. Play jumps freely across time.
DiceDicelessDiceless
ComplexityLowVery Low
AvailabilityPaidPaid
Runnability3 of 5 book tools2 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherKorvidae GamesLame Mage Productions
Year20192011
LanguagesEnglishEnglish
Best ForGroups who want to turn game night into a workout, playing short comedic parodies of familiar RPG genres where push-ups, planks, and runs decide outcomes instead of dice.Groups who want to collaboratively create vast histories spanning centuries or millennia: perfect for worldbuilding sessions, one-shots, or as a campaign-creation tool for other RPGs.
HighlightsRoboflex lets each player pick a fitness level from one to three that multiplies minor-conflict targets, so mixed-fitness groups face individually scaled exercise counts. Several games tie in-game power to real habits between sessions, such as vampire Vitae earned from gym visits and healthy meals. Eliminated Muscle of the Week players can still change a survivor's conflict outcome by holding a wall sit, though they cannot defeat the monster this way.Flexible across any setting and genre, zero prep required, no GM needed, useful as a worldbuilding tool for other campaigns, simple rules anyone can learn in minutes, generates unexpected creative results
ConsiderationsMost games require real exertion and open space: ShadowRunning missions are group runs of 30 to 90 minutes, and The Forest Gymn & Picnic recommends a two to four mile hike. For players who cannot perform an exercise, the exercise-based games say only to find an alternative and give no structured adaptation list. Some games draw on players' real lives: the Moon game invites each player to share a personal problem for group advice, and Vegetables expects a week of logged meals, with a preset Flex fallback for players who cannot log.Can produce incoherent timelines without group alignment, one player can dominate if others are less assertive, no mechanism to resolve creative disagreements, sessions can stall without a facilitator