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Mythic Bastionland vs Worlds Without Number

Compare Mythic Bastionland and Worlds Without Number side by side. See differences in complexity, dice, genre, and more.

Mythic BastionlandWorlds Without Number
GenreFantasyFantasy
TagsRules-Light, Hexcrawl, Exploration, Attacks Always Hit, Domain Management, Sandbox, AtmosphericSandbox, Exploration, Faction Play, Strong GM Support, Gritty, Classic Fantasy, Random Tables, Hexcrawl, Low-Prep, Domain Management
Core MechanicAttacks always hit: roll weapon damage directly with simultaneous combat. Guard absorbs damage before Virtues (Vigour, Clarity, Spirit). Gambits trigger on 4+ damage rolls for special maneuvers. Omen tables guide myth discovery across hexcrawl exploration.Skill checks roll 2d6 plus the relevant skill level and attribute modifier against a difficulty. Attacks roll d20 plus base attack bonus, combat skill, and attribute modifier against the target's Armor Class. A missed melee attack can still inflict Shock damage when the target's AC is low enough.
Diced6–d102d6 / d20
ComplexityLowMedium
AvailabilityFree core rulesFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseProprietaryCC0 1.0 Universal (SRD 1.0); proprietary core books
Third-Party PublishingNot yet researchedCommercial publishing allowed — Worlds Without Number System Reference Document (SRD 1.0) under CC0 1.0 Universal
Summary only, not legal advice. Check current terms before publishing.
PublisherBastionland PressSine Nomine Publishing
Year20252021
LanguagesEnglishEnglish
Best ForArthurian-style campaigns of knights seeking glory, ruling domains, and hunting strange mythological creatures across a wild realm. Great for groups who want structured hexcrawl play with emergent storytelling.Groups who want an open fantasy sandbox where their own goals drive play. Faction turns and campaign-building tools keep the world moving between sessions.
HighlightsSimultaneous combat system, detailed hexcrawl and myth-hunting framework, award-winning layout and art (2025 Ennie Gold), domain management adds campaign depthThe campaign chapter turns worldbuilding into procedures, with tags and tables that keep sandbox preparation to one session ahead. Faction turns let rival powers act between sessions, so the setting changes even when the players are elsewhere. Shock damage keeps melee misses meaningful and makes armor and shields matter in close combat.
ConsiderationsCombat has more procedural steps than it first appears, omen system can feel prescriptive, Arthurian tone limits flexibility, setting context buried deep in the bookCombat resolution is deliberately simple, with positioning and Shock carrying most of the tactical weight. The rules assume a sandbox campaign and offer little structure for pre-planned story arcs. Social conflict is handled by skill checks and GM judgment rather than a dedicated subsystem.