Mischief vs Slugblaster
Compare Mischief and Slugblaster side by side. See differences in complexity, dice, genre, and more.
| Mischief | Slugblaster | |
|---|---|---|
| Genre | Fantasy | Sci-Fi |
| Tags | Rules-Light, Classless, Gonzo, Comedy, Fast-Paced, Fiction-First, Low-Prep, Improvisation, Character-Driven, Hackable | Narrative, Rules-Light, Cinematic, Fast-Paced, Gonzo, Character-Driven, Comedy |
| Core Mechanic | Roll a d12 and add BODY, MIND, or WILL, then read the total on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Each instance of Good or Bad Luck adds a d12 and keeps the highest or lowest result. | Forged in the Dark: roll a d6 dice pool and take the highest: 6 is a success, 4–5 is a partial success, 1–3 is a failure. No attributes or skills: instead, spend Boost to add dice. Kick lets you push your luck for Style Points by adding flair to any action. Style Points fuel advancement and reputation. Trouble tracks escalate consequences from parents, school, and interdimensional authorities. |
| Dice | d12 | d6 dice pool |
| Complexity | Low | Low |
| Availability | Free core rules | Paid |
| Runnability | 3 of 5 book tools | 5 of 5 book tools |
| License | Made for Mischief Third-Party License | Forged in the Dark |
| Third-Party Publishing | Commercial publishing allowed — Made for Mischief Third-Party License | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Drimbus | Wilkie's Candy Lab (Mikey Hamm) |
| Year | 2026 | 2022 |
| Languages | English | English |
| Best For | Groups who want quick, swingy fantasy sessions with comedic magic, freeform character concepts, and advancement tied to each character's personal goals. | Groups who want fast-paced, irreverent adventures about teenagers hoverboarding through alternate dimensions, doing tricks, getting sponsorships, and avoiding getting grounded. |
| Highlights | Opponents use a single Power score as roll modifier, damage track, and persuasion threshold, so one number runs a creature in both combat and conversation. Characters level up by checking off items on a player-written Bucket List, tying advancement to personal goals rather than experience points. Abilities and spells share one list and are normally Exhausted by a failed roll, so magic needs no spell slots or mana. | Combines teen drama with dimension-hopping action sports, Kick mechanic adds dice for adding flair to actions, Indie Groundbreaker Game of the Year winner, Trouble tracks escalate consequences from parents and authorities without lethal combat |
| Considerations | A failed roll exhausts the Ability used until a Rest or Healing restores it, so a character starting with three Abilities can lose most of their tricks within one Conflict. Base attack damage is usually 1, or 2 on a critical, so weapons mostly differ in accuracy, critical range, and Luck conditions. Wounds add a -1 penalty and then Bad Luck on every roll, so injured characters get steadily worse at escaping danger. | Narrow genre focused on teenage hoverboard adventures, no attributes or skills: characters differentiate through playsheet and narrative choices only, five playsheets (Grit, Guts, Smarts, Heart, Chill) limit build variety, tone is specifically absurdist teen action |