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Burning Wheel vs Mistfall: Armageddon

Compare Burning Wheel and Mistfall: Armageddon side by side. See differences in complexity, dice, genre, and more.

Burning WheelMistfall: Armageddon
GenreFantasyFantasy, Modern
TagsCrunchy, Roleplay-Heavy, Character Building, Drama, Low-Fantasy, Social CombatUrban Fantasy, Dark Fantasy, Freeform Magic, Corruption, Character-Driven, Character Building, Crunchy, Lore-Heavy, Social Combat, Narrative
Core MechanicRoll a pool of d6s (ability exponent = number of dice). 4+ counts as a success. Meet or exceed the obstacle number. Beliefs, Instincts, and Traits earn artha rewards.A check adds a characteristic and a Skill die, then subtracts a Fate die, and succeeds when the total equals or beats a Challenge Level from 1 to 30. Skill rank sets the Skill die, from d4 untrained up to d20 plus d4 at rank seven. Each hindering element in the scene adds a rank of Fate, stepping the Fate die from d4 up to d20. A total below 1 is a Bane that brings a major complication. A total of double the Challenge Level or more is a heroic triumph that earns a Boon. Players roll for their own actions and for defense against adversaries.
Diced6 dice poold4–d20
ComplexityHighHigh
AvailabilityFree quickstartFree quickstart
Runnability4 of 5 book tools3 of 5 book tools
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Fair Use Conditions printed in the rulebook
Summary only, not legal advice. Check current terms before publishing.
PublisherBWHQ7th Reality Games
Year20112026
LanguagesEnglishEnglish
Best ForGroups who want character beliefs and drama to mechanically drive play, with deep subsystems that reward mastery.Groups who want long urban-fantasy campaigns built around each character's personal nemesis, with deep investment in interlocking talents, traits and freeform magic.
HighlightsBeliefs mechanically drive play. Skills advance through use. The Duel of Wits and Fight subsystems offer detailed resolution.Each player designs a personal nemesis, and confronting it at the climax of a Nemesis Cycle (nine sessions is the recommended length) grants Edge win or lose and a characteristic increase on a win. Spells are assembled from manifestations and tags, with larger combinations costing more Soul on the caster's Corruption tracker. Damage to a player character lands on six status trackers tied to the six characteristics, so a social or financial attack wears down Influence or Affluence the way a blade wears down Physicality.
ConsiderationsSteep learning curve, meant to be played as written (not hackable), print availability limitedThe core book contains no ready-to-play adventure, so a first session needs the free Quick Start scenario or material the Narrator builds. Character creation runs ten steps and ends with each player co-designing a nemesis, which makes it a full Session Zero activity. The mechanical content is dark: the Insanity injury table includes self-harm and suicidal ideation, and Warlock patrons can demand the blood sacrifice of an innocent.