No Thank You, Evil! vs Ryuutama
Compare No Thank You, Evil! and Ryuutama side by side. See differences in complexity, dice, genre, and more.
| No Thank You, Evil! | Ryuutama | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Beginner-Friendly, Family-Friendly, Rules-Light, Narrative, Collaborative, Low-Prep | Exploration, Beginner-Friendly, Character-Driven, Narrative, Family-Friendly, Atmospheric, Low-Prep |
| Core Mechanic | Simplified Cypher System: roll d6 vs. difficulty number (1–6). Spend points from pools (Tough, Fast, Smart, Awesome) to lower difficulty. Character sentences scale by age: 'I'm a Noun' (age 5+), 'I'm an Adjective Noun' (age 6+), 'I'm an Adjective Noun who Verbs' (age 8+). Every character has a Companion with a one-use Cypher power. Any player can shout 'No Thank You, Evil!' to instantly end a scary encounter. | Roll two ability dice (d4–d12) and add them together vs. a target number. Four daily travel rolls (Condition, Travel, Direction, Camping) drive gameplay. Classes are travelers (farmers, merchants, healers, artisans), not warriors. The GM plays a Ryuujin (dragon person) who secretly guides the journey. Seasonal magic and terrain types shape encounters. |
| Dice | d6 | d4–d12 |
| Complexity | Very Low | Low |
| Availability | Paid | Paid |
| Runnability | 3 of 5 book tools | 4 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Monte Cook Games | Kotodama Heavy Industries |
| Year | 2015 | 2015 |
| Languages | English | English |
| Best For | Families with kids aged 5 and up who want a structured, supportive introduction to tabletop RPGs in a whimsical setting. | Groups who want cozy, travel-focused adventures where the journey itself is the story: minstrels, merchants, and healers exploring a gentle fantasy world. |
| Highlights | Three complexity tiers scale character sentences by age (5+, 6+, 8+), built-in safety mechanic lets any player end a scary encounter, every character has a Companion with a one-use Cypher power, uses simplified Cypher System rules as a gateway to Numenera and The Strange | Four daily travel rolls (Condition, Travel, Direction, Camping) make the journey the core gameplay loop, condition system tracks daily well-being mechanically, seven traveler classes (farmer, merchant, healer, etc.) instead of combat archetypes, seasonal magic system tied to terrain types |
| Considerations | Designed for ages 5–12 with limited mechanical depth for older players, d6 vs. difficulty 1–6 resolution has narrow outcome range, setting is locked to the whimsical land of Storia, no advancement system beyond the three-tier sentence structure | Limited random tables for generating travel encounters, Ryuujin GM character has benediction powers that direct the narrative, combat system is simplified compared to travel mechanics, setting assumes a gentle-fantasy tone with no built-in support for darker themes |