Why people play them
The short version: they solve the game master's problem rather than the player's. Most roleplaying books spend their page count on character options and leave the person actually running the game to invent a world from nothing. These spend it on generators — roll a sector, a city district, a faction, a ruin, and get somewhere with problems already in it that you can run this evening.
That is why you will meet people using the worldbuilding chapters with a completely different rules system. The tools produce places and trouble, not stat blocks, so they port.
The second reason is the price of entry. A complete free edition of each game is a standing policy, not a limited promotion, so you can read the whole thing before deciding whether to spend anything.
One engine, four genres
All four run on the same chassis, which is the thing newcomers most often miss. Learn one and you can run the rest after skimming a chapter:
- ▸ Six attributes and a small modifier from each, so a good score helps without deciding the character.
- ▸ Skills on 2d6 plus skill level and an attribute modifier — a bell curve, so competence shows up reliably.
- ▸ A d20 to hit and saving throws that get easier as you level.
- ▸ Class plus background plus foci — the foci are where two characters of the same class stop resembling each other.
- ▸ Effort as the budget for special powers, whether that is psychic disciplines, magic or cyberware strain.
The genres differ in what sits on top: starships and psychics in one, chrome and hacking in another, spells and traditions in the third.
What to expect at the table
Character creation takes minutes rather than an evening, and the books include a quick method that builds someone playable off a handful of rolls. Combat is fast and genuinely dangerous at low levels — these are not games where the heroes are assumed to win. Advancement is steady rather than explosive, and a campaign is expected to be a sandbox: the group picks what to poke at, and the faction rules quietly move the world along between sessions whether or not anybody was watching.
If you have played old-school D&D or its retroclones, this will feel familiar with the rough edges filed off. If you have not, nothing here assumes you have.
Where this site fits
Characters Without Number is a free character builder for all four games — it does the arithmetic, knows the equipment and cyberware catalogs, and gives you a sheet that levels with you. There is also a free solo oracle if you want to play without a group, a ship builder, a sector map editor and campaign tools for GMs.
It is not a replacement for the books and does not try to be — the rules text, the generators and the GM chapters are the publisher's, and buying them is how the games keep being made. What the site does is take the bookkeeping off your hands.
Common questions
- What are the Without Number RPGs?
- A family of tabletop roleplaying games by Kevin Crawford, published by Sine Nomine Publishing. The four current games are Stars Without Number (science fiction), Worlds Without Number (fantasy), Cities Without Number (cyberpunk) and Ashes Without Number (post-apocalyptic). They share one rules engine and are best known for the depth of their game master tools.
- Are the Without Number games free?
- Each of the four has a complete free PDF edition — not a quickstart or a demo, but the whole game. The paid editions add deluxe material on top. Starting with the free edition is the normal way in.
- Which Without Number game should I start with?
- Pick by genre: Stars Without Number for science fiction, Worlds Without Number for fantasy, Cities Without Number for cyberpunk, Ashes Without Number for post-apocalyptic. They teach the same core rules, so whichever you learn first makes the rest easy.
- Do I need to know old-school D&D to play them?
- No. They draw on old-school design — classes, levels, a d20 roll to hit — but character creation is guided and the maths is simple. Modern rules such as skills on 2d6 and the Effort economy have no old-school equivalent.
- Can I use the worldbuilding tools with a different game?
- Yes, and many people buy them for exactly that. The sector, world, faction and city generators are largely system-neutral — they produce places, factions and problems rather than stat blocks.