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Band of Blades vs Shadowrun

Compare Band of Blades and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.

Band of BladesShadowrun
GenreFantasy, HorrorCyberpunk, Fantasy
Play StyleFiction-First, Playbook-Driven, Grimdark, Mission-Based, Faction Play, Deadly, SurvivalCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicForged in the Dark: roll a d6 dice pool equal to your action rating and read the highest die: 6 is a full success, 4–5 is a partial success with consequences, 1–3 is a bad outcome. Position (controlled, risky, desperate) sets the stakes, and players spend stress to resist consequences. Play alternates between a mission phase (specialists and rank-and-file Legionnaires execute one primary and one secondary mission) and a campaign phase, where each player runs a permanent Legion Role (Commander, Marshal, Quartermaster, Spymaster, or Lorekeeper) making strategic decisions about routes, supply, intel, and personnel as the army retreats toward Skydagger Keep.Roll a pool of d6s equal to attribute + skill, counting 5s and 6s as hits. Meet or exceed a threshold to succeed. Situational advantages generate Edge points rather than modifying dice pools directly; Edge is spent on tactical effects like rerolling dice, adding successes, or imposing penalties on opponents.
Diced6 dice poold6 dice pool
ComplexityHighVery High
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseForged in the DarkNo open license
Cost$$$$$
PublisherEvil Hat Productions / Off Guard GamesCatalyst Game Labs
Year20192019
Best ForGroups who want a campaign-length military fantasy where the Legion as a whole is the protagonist: character death is expected, players cycle through different soldiers each mission, and strategic decisions about routes, supply, and intel are split across the table rather than held by the GM.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsPlayers rotate through Specialist, Soldier, and Rookie playbooks across missions rather than playing fixed characters, so attrition lands without ending personal arcs: the Legion endures even when individual soldiers fall. Each player also holds a permanent Legion Role that drives the campaign phase, splitting army-management decisions across the table instead of leaving them with the GM. Time and Pressure clocks turn the campaign into a race against the Cinder King: advancing toward Skydagger Keep burns time, but lingering builds undead pressure that escalates the difficulty and lethality of future missions.Unique cyberpunk-fantasy setting blending megacorporate intrigue with magic and metahuman races. Dedicated subsystems for Matrix hacking, magic, rigging, and astral space. Edge system replaces many situational modifiers with a spendable tactical resource. Decades of published lore spanning in-world history from 2011 to the 2080s.
ConsiderationsThe campaign phase (mission generation, spy deployments, supply, advance roll, Lorekeeper annals) takes substantial time between missions and only works if every player engages with their Role. Building a deep personal arc for a single Legionnaire is structurally difficult because characters rotate between missions: emotional investment lives with the Legion rather than any one soldier. The campaign is built around a single fixed arc ending at Skydagger Keep, with a defined map, locations, and Chosen/Broken roster. There is no open-ended sandbox mode, and a full campaign runs 12–20 sessions.Matrix hacking runs as a parallel subsystem that can leave non-decker players waiting. Multiple supplemental rulebooks needed for full coverage of magic, Matrix, and rigging. Published books have documented editing and layout issues.