The Quick RPG vs Tiny Cyberpunk
Compare The Quick RPG and Tiny Cyberpunk side by side. See differences in complexity, dice, genre, and more.
| The Quick RPG | Tiny Cyberpunk | |
|---|---|---|
| Genre | Universal | Cyberpunk, Sci-Fi |
| Tags | Rules-Light, Fiction-First, Solo-Friendly, Low-Prep, Improvisation, Random Tables, One-Shot Friendly, Theater of the Mind, Freeform Magic, CC-Licensed Rules | Rules-Light, One-Shot Friendly, Low-Prep, Fast-Paced, Theater of the Mind, Classless, Solo-Friendly, Random Tables |
| Core Mechanic | The referee sets a difficulty from Very Easy (d4) to Very Hard (d12). The player rolls the character's Body, Mind or Will die (d4 to d12) against the difficulty die. Meeting or beating the difficulty die is a full success. Rolling lower is a partial success: the action still works, but the character pays a narrative cost or takes Strain equal to the difficulty's cost of 1 to 3. Gear, role and circumstances move either die up or down a size. Spending a Hero point turns a partial success into a full one. | Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence. |
| Dice | d4–d12 | d6 dice pool |
| Complexity | Very Low | Medium |
| Availability | Free core rules | Paid |
| Runnability | Book tools not listed | 3 of 5 book tools |
| License | CC BY-SA 4.0 | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Open license | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Squidhead Games | Gallant Knight Games |
| Year | 2025 | 2024 |
| Languages | English | English |
| Best For | Groups or solo players who want to start an adventure within minutes and are comfortable making rulings where the rules are silent. | Groups seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns. |
| Highlights | Players regain a Hero point by turning a dramatic full success into a partial one. Taking a third point of Strain shrinks one attribute die by a size and resets Strain to zero. The solo oracle keeps the higher of two d6 for likely outcomes and the lower for unlikely ones. | Hacking uses Firewall difficulty and failure-triggered Kickbacks, giving digital intrusion distinct risks while reusing the core Test. Heat turns mission fallout into escalating corporate actions after rests, carrying consequences between jobs. A complete solo loop pairs scene procedures with oracles, supporting one-player campaigns without a Director. |
| Considerations | Advancement only raises attribute dice, one size at a time, to a maximum of d12. The core combat rules have no initiative, turn order or movement procedure: each roll is one exchange of blows. Money is abstracted into Loot: each session or adventure earns every character 1 Loot. | Most Tests resolve as binary success or failure, leaving unlisted consequences to the Director. Long campaigns require more Director worldbuilding than one-off missions. The Corporate Edition includes portions of Neodinium that the publisher identified as generative-AI text; an announced Hacker Edition will replace that material. |