Microscope vs Universalis
Compare Microscope and Universalis side by side. See differences in complexity, dice, genre, and more.
| Microscope | Universalis | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Narrative, Worldbuilding, GM-Less, Rules-Light, One-Shot Friendly, Fiction-First, Collaborative | GM-Less, Narrative, Collaborative, Worldbuilding, Experimental, Hackable, Tag-Based, Resource Management, Improvisation, Low-Prep |
| Core Mechanic | 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. | There is no GM. Players spend Coins to add to the story: most statements that establish a Fact, such as a new character, a Trait or an Event, cost 1 Coin. A Complication decides who narrates the outcome of a clash between Components controlled by different players. Each involved player builds a pool of d10s by using relevant Traits for free or buying dice for 1 Coin each. Every die showing 1 to 5 is a Success, and the side with more Successes wins. Winners gain Bonus Coins equal to the total on their successful dice and spend them first to narrate the outcome. Losers gain 1 Bonus Coin per die rolled and narrate with whatever the winners have not cancelled. |
| Dice | Diceless | d10 dice pool |
| Complexity | Very Low | Low |
| Availability | Paid | Paid |
| Runnability | 2 of 5 book tools | 3 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Lame Mage Productions | Ramshead Publishing |
| Year | 2011 | 2006 |
| Languages | English | English |
| Best For | 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. | Groups who want to build a setting and story from nothing without a GM, in any genre, and who enjoy bargaining over who decides what happens next. |
| Highlights | 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 | Rules Gimmicks are proposed as Tenets for 1 Coin, so a group can add or change rules mid-game the same way it adds story facts. Coins spent defending an established Fact count double when a Challenge goes to bidding, which makes contradicting the shared record more expensive without a referee. Another player can turn an Event into an Obstacle by buying dice against it, so the table supplies difficulty instead of a GM. |
| Considerations | 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 | Control of a character does not carry over between scenes, and creating a character gives no claim to it later. There is no prescribed mechanical ending, so a story runs until the players agree it is finished. Every paid Fact is written down so it can be enforced later, which adds steady bookkeeping to play. |