White Box: FMAG vs Whitehack
Compare White Box: FMAG and Whitehack side by side. See differences in complexity, dice, genre, and more.
| White Box: FMAG | Whitehack | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Rules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl | Rules-Light, Narrative, Hackable, Mana Points, Freeform Magic |
| Core Mechanic | Roll d20 + modifiers against a target number derived from the defender's Armor Class (descending AC by default, ascending AC optional). Attribute modifiers are compressed to −1, 0, or +1. Each class has a single saving throw number that improves with level. Side-based initiative is rolled each round on d6. | Roll d20 under your attribute to succeed; the face value of a success indicates quality. Positive double rolls (roll 2d20, pick best) and negative double rolls (pick worst) replace flat modifiers. Characters are defined by Groups (species, vocations, and affiliations) which grant advantage on relevant tasks. The Wise class casts miracles by spending HP, with effects triangulated by their groups and wordings. |
| Dice | d20 | d20 + 3d6 |
| Complexity | Very Low | Low |
| Availability | Free core rules | Paid |
| Runnability | 2 of 5 book tools | 5 of 5 book tools |
| License | OGL 1.0a | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Seattle Hill Games | Christian Mehrstam |
| Year | 2016 | 2023 |
| Languages | English | English |
| Best For | Groups wanting the simplest possible version of original D&D: four classes, compressed modifiers, and intentional rules gaps that invite house rules and Referee creativity. | Experienced players who want a concise, elegant OSR system that rewards creative play: where freeform character groups replace rigid skill lists and miracles are flexible but costly. |
| Highlights | Attribute modifiers compressed to −1/0/+1 keeps math fast and reduces stat dependency. Complete game in 143 pages including monsters, treasure, spells, and wilderness/dungeon procedures. A free PDF and a low-cost print edition make it one of the most accessible OSR games. Intentional rules gaps and a blank House Rules page explicitly invite customization. | Concise yet deep (~136 pages), Groups system replaces both skills and feats, compatible with old-school modules from 1974 onward, Auction mechanic adds tension to extended contests, miracles system rewards creative description, four editions of refinement |
| Considerations | Four classes (three without the optional Thief) limits character variety. No formal skill system: the Referee adjudicates all non-combat actions. Level tables cap at 10, requiring house rules for extended campaigns. | Dense writing requires careful reading: not a quick-start game, assumes familiarity with old-school play, no bestiary or setting included, rare classes may feel underdeveloped |