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Microscope vs The Quiet Year

Compare Microscope and The Quiet Year side by side. See differences in complexity, dice, genre, and more.

MicroscopeThe Quiet Year
GenreUniversalPost-Apocalyptic
TagsNarrative, Worldbuilding, GM-Less, Rules-Light, One-Shot Friendly, Fiction-First, CollaborativeGM-Less, Worldbuilding, Collaborative, Narrative, Rules-Light, One-Shot Friendly, Fiction-First, Map-Drawing
Core MechanicNo 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.No dice, no GM. A deck of playing cards drives play: each suit is a season, each card a weekly prompt. On your turn, draw a card, answer the prompt, and choose to Discover Something New, Start a Project, or Hold a Discussion. Draw on the shared map to represent changes. Projects take multiple weeks to complete. The Contempt Token signals when a player feels unheard. The game ends when the Frost Shepherds arrive (King of Spades).
DiceDicelessDiceless
ComplexityVery LowVery Low
AvailabilityPaidPaid
Runnability2 of 5 book tools3 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherLame Mage ProductionsBuried Without Ceremony (Avery Alder)
Year20112013
LanguagesEnglishEnglish
Best ForGroups 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.Groups who want to collaboratively build a community's story through map-drawing: 52 weeks of discoveries, projects, and tensions before everything changes.
HighlightsFlexible 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 resultsCard-driven structure (one card per week across four seasons) paces the narrative through 52 turns, map-drawing produces a physical artifact of the session, Contempt Token mechanic signals when a player feels unheard, works as a standalone game or worldbuilding tool for other campaigns
ConsiderationsCan 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 facilitatorContempt mechanic can create genuine inter-player tension, no way to revisit or undo earlier map decisions, map quality depends on group comfort with drawing, limited replayability with the same group