TTRPG Wiki

Compare tabletop RPG systems to find your next game

The Quick RPG vs TSRPG

Compare The Quick RPG and TSRPG side by side. See differences in complexity, dice, genre, and more.

The Quick RPGTSRPG
GenreUniversalUniversal
TagsRules-Light, Fiction-First, Solo-Friendly, Low-Prep, Improvisation, Random Tables, One-Shot Friendly, Theater of the Mind, Freeform Magic, CC-Licensed RulesRules-Light, Diceless, Theater of the Mind, Tag-Based, Beginner-Friendly, Fast-Paced, Low-Prep, Solo-Friendly, Freeform Magic, Modular
Core MechanicThe 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.The storyteller sets a Challenge Rating (CR) and secretly picks a target number from 1 to the CR, by choice or at random. The leading character adds one attribute, every relevant trait and one piece of special equipment. Helpers add their traits and one piece of equipment each, capped in total at the leader's bonus. The target plus or minus the total bonus, wrapping around the range, is the span of success. The lead player then guesses a number. An exact guess is a critical success, and a guess one away is a near critical. A guess on either end of the span is a near miss, which succeeds with a complication. A guess outside the span fails. With a total bonus below +3, the only results are success and failure. Failure can impose penalties on participating characters' traits or attributes, weakening their later attempts.
Diced4–d12Diceless
ComplexityVery LowLow
AvailabilityFree core rulesFree quickstart
RunnabilityBook tools not listed3 of 5 book tools
LicenseCC BY-SA 4.0All Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherSquidhead GamesSkirmisher Publishing
Year20252026
LanguagesEnglishEnglish
Best ForGroups or solo players who want to start an adventure within minutes and are comfortable making rulings where the rules are silent.Groups who want one simple guessing procedure for risky actions, usable across fantasy and other genres without needing dice, maps or stat blocks.
HighlightsPlayers 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.The distance between a player's guess and the hidden target sets up to five outcome grades, so one guess decides both whether and how well a Challenge succeeds. Injuries are penalties on the same traits and attributes that build the bonus, and reducing every one of them to zero kills the character. Sacrificing a durable item or weapon after the guess turns a near miss into a full success and empties that slot until the next session.
ConsiderationsAdvancement 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.Adventure opponents are written as Challenge Ratings rather than statistics, so the storyteller judges a rating for each approach to any new fight or obstacle. Fights resolve as one or a few group Challenges rather than individual turns, with fictional positioning in place of a tactical movement system. The storyteller calculates a fresh span of success from the group bonus for each guessed Challenge, and spans can wrap past the ends of the range.