Troika! vs Ultraviolet Grasslands and the Black City
Compare Troika! and Ultraviolet Grasslands and the Black City side by side. See differences in complexity, dice, genre, and more.
| Troika! | Ultraviolet Grasslands and the Black City | |
|---|---|---|
| Genre | Fantasy, Sci-Fi | Fantasy, Sci-Fi, Post-Apocalyptic |
| Tags | Rules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables | Journey, Exploration, Sandbox, Resource Management, Inventory Management, Random Tables, Improvisation, Strong GM Support, Gonzo, Weird |
| Core Mechanic | Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test. | Roll d20 + the relevant stat + a trained skill bonus to exceed a target number. A natural 1 fails and a natural 20 succeeds. Advantage adds a die and keeps the better result; disadvantage keeps the worse result, and the two cancel. Some tests instead read the total on an outcome table. |
| Dice | 2d6 | d20 |
| Complexity | Very Low | High |
| Availability | Free core rules | Free quickstart |
| Runnability | 2 of 5 book tools | 5 of 5 book tools |
| License | Open (Troika! SRD) | Proprietary |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — When Time Fades compatibility license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Melsonian Arts Council | Exalted Funeral Press |
| Year | 2019 | 2019 |
| Languages | English | English, Portuguese |
| Best For | Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play. | Groups who want a long science-fantasy caravan campaign centered on exploration, trade, and survival across an open-ended world. |
| Highlights | Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test | Weekly travel procedures connect supplies and setbacks to the time available for exploration. Discoveries award experience for reaching and investigating unfamiliar places. Market research and trade-route investments let a caravan turn geographical knowledge into income. |
| Considerations | Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth | The included SEACAT rules are an excerpt rather than the complete engine, and most spells are omitted. A week of rest normally restores only one damaged attribute or condition. The setting includes slavery, drug addiction, and body horror. |