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Avatar Legends vs Comrades

Compare Avatar Legends and Comrades side by side. See differences in complexity, dice, genre, and more.

Avatar LegendsComrades
GenreFantasyHistorical
TagsCharacter-Driven, Drama, Playbook-Driven, Licensed IP, Martial Arts, Fiction-First, Freeform Magic, Tactical, Heroic, NarrativePlaybook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, Drama
Core MechanicFor a basic move that calls for a roll, roll 2d6 plus the relevant stat: 10+ is a strong hit, 7–9 a weak hit, and 6 or less a miss. When acting in accordance with one of your two balance principles, you can mark fatigue to roll with that principle instead of a stat.Roll 2d6 + stat (Body, Mind, Spirit, Guile, or Bond, ranging from -3 to +3). On a 10+ it is a strong hit, on a 7–9 a weak hit with complications, on a 6- a miss and the GM makes a move. Basic moves cover combat (Get Rough), persuasion (Sway), infiltration (Sneak), mob incitement (Start Something), and interpersonal moments (Share a Quiet Moment). At the end of each session, the party rolls Pathway Moves to advance along five tracks toward revolution: Force, Organization, Zealotry, Mayhem, and Fellowship. Reaching level 5 on any pathway triggers the final attempt to seize power.
Dice2d62d6
ComplexityMediumLow
AvailabilityFree quickstartPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedProprietary (PbtA)
Third-Party PublishingNoncommercial only — Fan-created digital toolsNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherMagpie GamesAkers Games
Year20222019
LanguagesEnglish, French, German, PortugueseEnglish
Best ForGroups of Avatar fans who want young heroes to wrestle with beliefs and friendships while protecting communities across the Four Nations.Groups who want to tell stories of revolutionary struggle against an oppressive regime, exploring the costs of political violence and the bonds between comrades willing to die for their ideals.
HighlightsEach playbook ties a personal conflict to moves and growth questions. The usual route to learning and mastering advanced techniques involves finding teachers and completing lessons tailored to your hero. Five eras provide distinct conflicts and adventure hooks across the Four Nations.Pathways to Revolution system gives campaigns built-in momentum and a definitive endgame, 10 playbooks embody distinct revolutionary archetypes from Artist to Soldier, first session includes collaborative worldbuilding where players choose the setting and define the oppressive regime, Bond stat mechanically reinforces relationships between comrades
ConsiderationsThe group plays young heroes who are committed to helping each other. Combat exchanges require selecting approaches and resolving techniques in a fixed order. Losing balance can force your character out of a scene.Strongly political subject matter requires buy-in from the entire table, no included bestiary or detailed tactical combat rules, Khresht 1915 is the only fully developed setting: other included settings are brief outlines, GM receives principles but limited structured prep tools beyond fronts