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Aces & Eights: Shattered Frontier vs Pendragon

Compare Aces & Eights: Shattered Frontier and Pendragon side by side. See differences in complexity, dice, genre, cost, and more.

Aces & Eights: Shattered FrontierPendragon
GenreHistoricalFantasy, Historical
TagsSimulation, Crunchy, Deadly, Gritty, Sandbox, Classless, Career-Based, Tactical, Lore-Heavy, Strong GM SupportCharacter-Driven, Domain Management, Lore-Heavy, Deadly, Simulation, Crunchy, Social Intrigue
Core MechanicGunfights run on a Count Up measured in tenths of a second instead of turns or rounds. Each character rolls d10 and adds Speed for a Starting Initiative, where lower is better, then adds each action's Count cost to find when it happens. To shoot, place the Shot Clock overlay on the aimed point of a Target Silhouette and roll d20 plus Accuracy modifiers. A 25 or higher hits the exact spot and 14 or less misses. Totals in between draw a poker card whose suit sets the direction the shot drifts from the aim point. Skill checks roll d100 and succeed at or above a mastery number that falls as the skill improves, while ability checks roll d20 at or under the score.Roll d20 against the relevant skill or attribute: a result equal to or under its value succeeds, a roll exactly equal to the value is a critical success, and a natural 20 is a fumble. Opposed actions have both sides roll under their value, with the higher success winning and a beaten-but-successful roll scoring a partial success. Personality traits and passions use the same numeric scale and are rolled the same way when a knight's character is put to the test.
Diced20, d100d20
ComplexityHighHigh
AccessibilityMediumMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherKenzer & CompanyArthaus
Year20072005
LanguagesEnglishEnglish, French, Spanish
Best ForGroups who want a long-running, town-centered Western campaign where characters build careers and reputations, and where gunfights are rare, precise, and often fatal.Long-running Arthurian campaigns where a knight's aging, death, and dynastic succession are part of the genre, and where playing out a character's traits, loyalties, and passions matters as much as winning fights.
HighlightsShots target specific locations rather than an abstract opponent, so a near miss can still strike nearby and hit location feeds a detailed wound and healing system. Profession Paths award Building Points for career objectives such as opening a business or winning an election, so a banker or rancher advances as surely as a gunfighter. Cattle drives and jury trials run as complete mini-games with their own daily checks or juror track, so frontier work generates play outside combat.Thirteen opposed pairs of personality traits and a set of named passions are rated numerically and rolled like skills, and a passion roll can leave a knight inspired to heroics, disheartened, or maddened beyond the player's control: the heightened behavior that drives Arthurian drama. Every chivalric act (combat, generosity, romance, piety, holding a title) feeds a single lifelong Glory total that sets social rank and rewards embodying knightly ideals over simply winning fights. A yearly Winter Phase resolves aging, estate income, and family events between sessions and passes the line to an heir on death, so a campaign can span generations from Uther's court to the fall of the Round Table.
ConsiderationsRunning the full game takes the Player's Guidebook plus its separate GM Addendum PDF, along with a poker deck, the Shot Clock overlay, and Target Silhouettes for gunfights. Characters die at 0 hit points with no recovery from death, and slow healing, infection, and incurable disease can sideline a character for weeks of game time. The alternate-history setting presents slavery and period racial attitudes as setting facts with mechanical effects, such as a higher literacy cost for freed-slave characters.Core rules restrict player characters to knights, with no mechanics for playing magicians, priests, or commoners, which narrows the cast to the warrior aristocracy. The Winter Phase's multi-step annual procedure adds meaningful between-session bookkeeping to every campaign year. High-damage attacks such as a couched lance or great sword can end a fight in a single exchange, making disadvantaged or improvised fights disproportionately dangerous.