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Traveller vs Worlds Without Number

Compare Traveller and Worlds Without Number side by side. See differences in complexity, dice, genre, and more.

TravellerWorlds Without Number
GenreSci-FiFantasy
TagsSandbox, Simulation, Exploration, Deadly, Character Building, Faction PlaySandbox, Exploration, Faction Play, Strong GM Support, Gritty, Classic Fantasy, Random Tables, Hexcrawl, Low-Prep, Domain Management
Core MechanicRoll 2d6 + skill + modifier ≥ 8 to succeed. Character generation is a mini-game.Skill checks roll 2d6 plus the relevant skill level and attribute modifier against a difficulty. Attacks roll d20 plus base attack bonus, combat skill, and attribute modifier against the target's Armor Class. A missed melee attack can still inflict Shock damage when the target's AC is low enough.
Dice2d62d6 / d20
ComplexityMediumMedium
AvailabilityFree quickstartFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseTraveller Fair Use PolicyCC0 1.0 Universal (SRD 1.0); proprietary core books
Third-Party PublishingNot yet researchedCommercial publishing allowed — Worlds Without Number System Reference Document (SRD 1.0) under CC0 1.0 Universal
Summary only, not legal advice. Check current terms before publishing.
PublisherMongoose PublishingSine Nomine Publishing
Year20222021
LanguagesEnglish, German, FrenchEnglish
Best ForHard sci-fi sandbox campaigns with trading, exploration, and realistic space travel.Groups who want an open fantasy sandbox where their own goals drive play. Faction turns and campaign-building tools keep the world moving between sessions.
HighlightsComprehensive sci-fi toolkit, lifepath character creation, detailed trade/travel systemsThe campaign chapter turns worldbuilding into procedures, with tags and tables that keep sandbox preparation to one session ahead. Faction turns let rival powers act between sessions, so the setting changes even when the players are elsewhere. Shock damage keeps melee misses meaningful and makes armor and shields matter in close combat.
ConsiderationsLifepath character creation rolls for aging and career mishaps, so a Traveller can leave chargen weakened or pushed onto an unwanted path. Subsystem rules are spread across multiple supplements, so the core book leaves several procedures without full depth. Characteristics are recorded as a hexadecimal Universal Personality Profile string, an unusual notation newcomers must learn before they can read a stat block.Combat resolution is deliberately simple, with positioning and Shock carrying most of the tactical weight. The rules assume a sandbox campaign and offer little structure for pre-planned story arcs. Social conflict is handled by skill checks and GM judgment rather than a dedicated subsystem.