At‑a‑glance: One‑page caper • d6 tests • 3–6 + GM • Near‑zero prep • Rules‑lite • 1–2h sessions
Players consistently praise The Witch is Dead for being effortless to teach and riotously fun in 60–90 minutes. Its one‑page rules, animal‑familiar playbooks, and mischief‑first tone make it a go‑to con game. Common notes: it’s built for one‑shots, so long campaigns need added scaffolding.
Compare The Witch is Dead with other great ttrpg games.
Also a one‑page caper by Grant Howitt, Honey Heist shares the same fast, comedic energy. If Witch is Dead is fairy‑tale vengeance, Honey Heist is pure heist chaos—two stats (Bear/Criminal) and escalating fiascos for instant laughs.
Another ultra‑lite 2d6 classic: Lasers & Feelings trades fantasy for pulpy space opera, keeping the rapid teach and rulings‑first play. Pick it when you want bright, crew‑based adventures instead of woodland mischief.
For tables that loved Witch’s speed but want a longer campaign chassis, Fate Accelerated stays rules‑lite while adding Aspects, Approaches, and Stunts—still fast to teach, with more scaffolding for ongoing stories.
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