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Cairn 1st Edition vs Shadowrun

Compare Cairn 1st Edition and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.

Cairn 1st EditionShadowrun
GenreFantasyCyberpunk, Fantasy
Play StyleRules-Light, Classless, Deadly, Attacks Always Hit, Open Source, Hackable, Random Character Creation, Inventory Management, Beginner-Friendly, Dark Fantasy, Fiction-First, SandboxCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicRoll d20 equal to or under STR, DEX, or WIL to pass a save; 1 always succeeds and 20 always fails. Attacks always hit: the attacker rolls a damage die, subtracts the target's Armor, and applies the remainder to Hit Protection. When HP reaches 0, damage spills into STR and triggers a critical damage save; reaching 0 STR means death. Characters have 10 inventory slots, two for hands, with bulky items occupying two slots. Fatigue from spellcasting or deprivation fills slots like gear. Spells are cast by holding a Spellbook in both hands and reading aloud, adding one Fatigue per cast.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.
Diced20, d4–d12d6 dice pool
ComplexityVery LowVery High
AccessibilityVery HighHigh
RunnabilityHighVery High
LicenseCC BY-SA 4.0No open license
CostFree / $$$$
PublisherYochai GalCatalyst Game Labs
Year20202019
Best ForGroups who want a free 24-page toolkit for fae-haunted woodland adventure where character creation takes minutes, equipment defines the character, and any fight can kill you. Especially well suited to one-shots, hacking into custom settings, and learning rules-light fantasy.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsEntire game fits in 24 pages, released under CC BY-SA 4.0 with full rights to remix and republish commercially, the ten-slot inventory unifies equipment and Fatigue into one resource, character generation rolls on d20 tables for names, traits, backgrounds, and starting gear plus a d100 spellbook table, a Scars table produces lasting consequences when HP is reduced to exactly 0The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents.
ConsiderationsAlmost no setting detail beyond a vague mysterious Wood, only five creatures in the core bestiary, no structured procedures for exploration turns or dungeon rounds (added later in 2nd Edition), classless design offers no character build mechanics for players who enjoy optimizationMatrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution.