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Chasing Adventure vs Epyllion

Compare Chasing Adventure and Epyllion side by side. See differences in complexity, dice, genre, and more.

Chasing AdventureEpyllion
GenreFantasyFantasy
TagsNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed RulesNarrative, Beginner-Friendly, Family-Friendly, Rules-Light, Fiction-First, Character-Driven
Core MechanicRoll 2d6 + stat (STR, DEX, INT, WIS, CHA, -1 to +3). 10+ is a full success, 7–9 is a partial success with cost, 6- the GM makes a move. Advantage adds a d6 (keep best two); Disadvantage adds a d6 (keep worst two). Conditions replace HP: mark a stat with a condition for Disadvantage but gain XP. Push Yourself for Advantage at the cost of a condition. Chase Moves handle pursuit scenes. Favor tracks NPC relationships.Roll 2d6 + stat (Courage, Charm, or Cunning): 10+ is a hit, 7–9 is a partial hit, 6− is a miss. Friendship Gems are passed between players to reward virtuous behavior and spent to power moon magic. A Shadow Track measures the Darkness's hold: fill it and you become your corrupted Shadowself until friends pull you back.
Dice2d62d6
ComplexityLowVery Low
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseCC BY-SA 4.0Proprietary (PbtA)
Third-Party PublishingNot yet researchedNot yet researched
PublisherSpencer MooreMagpie Games
Year20242016
LanguagesEnglishEnglish
Best ForGroups who want cinematic fantasy adventure with fast, narrative-driven moves: chase sequences, Favor relationships, and Conditions that make every roll matter.Families and groups who want a heartfelt, friendship-driven adventure where everyone plays young dragons protecting their world from a creeping Darkness.
HighlightsChase moves are distinctive, Conditions-as-damage creates meaningful consequences, Favor system drives NPC relationships, 10 playbooks with strong starting moves, free version is the complete gameAccessible gateway RPG for families and new players, friendship gem economy makes cooperation mechanical, dragon setting with its own lore, six playbooks with distinct Shadowself arcs
ConsiderationsThe design is a close modification of Dungeon World, so groups who already play that will find little mechanically new. The core book covers fantasy only, with no support for other genres. The GM never rolls dice, so every mechanical outcome rests on a player roll.Very niche: you must want to play young dragons, limited mechanical depth, tightly bound to its setting