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 Bastionland | Worlds Without Number | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Rules-Light, Hexcrawl, Exploration, Attacks Always Hit, Domain Management, Sandbox, Atmospheric | Sandbox, Exploration, Faction Play, Strong GM Support, Gritty, Classic Fantasy, Random Tables, Hexcrawl, Low-Prep, Domain Management |
| Core Mechanic | Attacks 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. |
| Dice | d6–d10 | 2d6 / d20 |
| Complexity | Low | Medium |
| Availability | Free core rules | Free core rules |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | CC0 1.0 Universal (SRD 1.0); proprietary core books |
| Third-Party Publishing | Not yet researched | Commercial 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. | ||
| Publisher | Bastionland Press | Sine Nomine Publishing |
| Year | 2025 | 2021 |
| Languages | English | English |
| Best For | Arthurian-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. |
| Highlights | Simultaneous combat system, detailed hexcrawl and myth-hunting framework, award-winning layout and art (2025 Ennie Gold), domain management adds campaign depth | The 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. |
| Considerations | Combat has more procedural steps than it first appears, omen system can feel prescriptive, Arthurian tone limits flexibility, setting context buried deep in the book | Combat 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. |