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Spore Friends vs We Are But Worms

Compare Spore Friends and We Are But Worms side by side. See differences in complexity, dice, genre, and more.

Spore FriendsWe Are But Worms
GenreFantasyUniversal
TagsCozy, Collaborative, GM-Less, Rules-Light, Beginner-Friendly, Family-Friendly, ExperimentalRules-Light, One-Shot Friendly, GM-Less, Freeform Magic, Experimental
Core MechanicPlayers drop 10 confetti spores onto a printed target; at least one spore inside or touching the circle succeeds. Being Good At or Really Good At the task adds four or eight spores, while a complication halves the pool. The group agrees on the pool before the drop and chooses a fictional setback after failure.The entire game is one word. No dice, no stats, no GM. Playable as a tabletop RPG or LARP. Explores physical embodiment and perspective through the act of play itself.
DiceDicelessDiceless
ComplexityVery LowVery Low
AvailabilityPaidPaid
RunnabilityBook tools not listedBook tools not listed
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherUltimate Hyper GamesRiverhouse Games
Year20262019
LanguagesEnglishEnglish
Best ForMixed-age groups seeking gentle collaborative adventures built around a tactile resolution ritual.Anyone curious about the absolute boundary of what an RPG can be: a single-word game about embodiment, physicality, and being a worm.
HighlightsSpore Challenges turn resolution into a physical target drop, making uncertain actions a shared table event. Open-ended Good At traits reward players for explaining how an unusual strength applies to the current problem. Adventure prompt sheets convert scattered spores into scene ingredients, allowing play to continue without a prepared scenario.Entire game is a single word, playable as tabletop or LARP, zero barrier to entry
ConsiderationsPhysical setup is required: confetti, a target, and enough room to drop spores from 50 centimeters. Core judgments depend on consensus, and the rules give no numerical fallback for unresolved disagreements. Setbacks can remove a Good At trait, but the rules provide no advancement procedure for gaining new abilities during a campaign.No mechanical structure: no dice, no stats, no resolution system, one word of rules text with no GM guidance or scenario framework, single session only, no character creation or advancement