TTRPG Wiki

Compare tabletop RPG systems to find your next game

Microscope vs Universalis

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

MicroscopeUniversalis
GenreUniversalUniversal
TagsNarrative, Worldbuilding, GM-Less, Rules-Light, One-Shot Friendly, Fiction-First, CollaborativeGM-Less, Narrative, Collaborative, Worldbuilding, Experimental, Hackable, Tag-Based, Resource Management, Improvisation, Low-Prep
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.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.
DiceDicelessd10 dice pool
ComplexityVery LowLow
AvailabilityPaidPaid
Runnability2 of 5 book tools3 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherLame Mage ProductionsRamshead Publishing
Year20112006
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 build a setting and story from nothing without a GM, in any genre, and who enjoy bargaining over who decides what happens next.
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 resultsRules 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.
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 facilitatorControl 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.