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Maze Rats vs Ultraviolet Grasslands and the Black City

Compare Maze Rats and Ultraviolet Grasslands and the Black City side by side. See differences in complexity, dice, genre, and more.

Maze RatsUltraviolet Grasslands and the Black City
GenreFantasyFantasy, Sci-Fi, Post-Apocalyptic
TagsRules-Light, Dungeon Crawl, Sandbox, Random Tables, Improvisation, Freeform Magic, CC-Licensed RulesJourney, Exploration, Sandbox, Resource Management, Inventory Management, Random Tables, Improvisation, Strong GM Support, Gonzo, Weird
Core MechanicDanger Roll: roll 2d6 + ability bonus (STR, DEX, or WIL), 10+ avoids danger. Advantage rolls 3d6 keep best two. Attack rolls use 2d6 + Attack Bonus vs. target's Armor. Spells are randomly generated from combination tables (effect + element + form) and erased after casting.Roll d20 + the relevant stat + a trained skill bonus to exceed a target number. A natural 1 fails and a natural 20 succeeds. Advantage adds a die and keeps the better result; disadvantage keeps the worse result, and the two cancel. Some tests instead read the total on an outcome table.
Dice2d6d20
ComplexityVery LowHigh
AvailabilityPaidFree quickstart
Runnability2 of 5 book tools5 of 5 book tools
LicenseCC BY 4.0Proprietary
Third-Party PublishingNot yet researchedCommercial publishing allowed — When Time Fades compatibility license
Summary only, not legal advice. Check current terms before publishing.
PublisherSwordfish Islands LLCExalted Funeral Press
Year20242019
LanguagesEnglishEnglish, Portuguese
Best ForGMs who want a dead-simple system with extensive random tables that generate adventures, spells, NPCs, and monsters on the fly.Groups who want a long science-fantasy caravan campaign centered on exploration, trade, and survival across an open-ended world.
HighlightsFits in 12 pages, extensive random tables for on-the-fly worldbuilding, spell generation system is highly creative, CC BY 4.0 license, near-zero prepWeekly travel procedures connect supplies and setbacks to the time available for exploration. Discoveries award experience for reaching and investigating unfamiliar places. Market research and trade-route investments let a caravan turn geographical knowledge into income.
ConsiderationsVery minimal: experienced players may want more mechanical depth, no bestiary or setting included, advancement is slow and simple, assumes GM comfort with improvisationThe included SEACAT rules are an excerpt rather than the complete engine, and most spells are omitted. A week of rest normally restores only one damaged attribute or condition. The setting includes slavery, drug addiction, and body horror.