Tiny Cyberpunk vs TSRPG
Compare Tiny Cyberpunk and TSRPG side by side. See differences in complexity, dice, genre, and more.
| Tiny Cyberpunk | TSRPG | |
|---|---|---|
| Genre | Cyberpunk, Sci-Fi | Universal |
| Tags | Rules-Light, One-Shot Friendly, Low-Prep, Fast-Paced, Theater of the Mind, Classless, Solo-Friendly, Random Tables | Rules-Light, Diceless, Theater of the Mind, Tag-Based, Beginner-Friendly, Fast-Paced, Low-Prep, Solo-Friendly, Freeform Magic, Modular |
| Core Mechanic | 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. | 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. |
| Dice | d6 dice pool | Diceless |
| Complexity | Medium | Low |
| Availability | Paid | Free quickstart |
| Runnability | 3 of 5 book tools | 3 of 5 book tools |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Gallant Knight Games | Skirmisher Publishing |
| Year | 2024 | 2026 |
| Languages | English | English |
| Best For | Groups seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns. | Groups who want one simple guessing procedure for risky actions, usable across fantasy and other genres without needing dice, maps or stat blocks. |
| Highlights | 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. | 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. |
| Considerations | 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. | 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. |