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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
GenreFantasyFantasy
TagsBeginner-Friendly, Family-Friendly, Rules-Light, Narrative, Collaborative, Low-PrepExploration, Beginner-Friendly, Character-Driven, Narrative, Family-Friendly, Atmospheric, Low-Prep
Core MechanicSimplified 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.
Diced6d4–d12
ComplexityVery LowLow
AvailabilityPaidPaid
Runnability3 of 5 book tools4 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherMonte Cook GamesKotodama Heavy Industries
Year20152015
LanguagesEnglishEnglish
Best ForFamilies 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.
HighlightsThree 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 StrangeFour 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
ConsiderationsDesigned 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 structureLimited 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