Chasing Adventure vs Magical Kitties Save the Day
Compare Chasing Adventure and Magical Kitties Save the Day side by side. See differences in complexity, dice, genre, and more.
| Chasing Adventure | Magical Kitties Save the Day | |
|---|---|---|
| Genre | Fantasy | Modern, Fantasy |
| Tags | Narrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed Rules | Beginner-Friendly, Family-Friendly, Rules-Light, Narrative, Character-Driven, Collaborative, Freeform Magic, Player-Only Rolls, Fast-Paced |
| Core Mechanic | Roll 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 d6s equal to your attribute (Cute, Cunning, or Fierce, rated 1–4). Each die meeting or exceeding the GM-set difficulty (3–6) counts as a success. Zero successes is a failure with a complication, one is a partial success, two is a clean success, and three or more grants a bonus. Talents add one die, Magical Powers add two dice once per scene, and Injuries subtract dice. Kitty Treats (earned by playing your Flaw in interesting ways) can reroll dice, prevent injuries, or add story elements. Failed checks award Experience Points, encouraging risk-taking. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Low | Very Low |
| Availability | Free core rules | Paid |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | CC BY-SA 4.0 | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Spencer Moore | Atlas Games |
| Year | 2024 | 2020 |
| Languages | English | English |
| Best For | Groups who want cinematic fantasy adventure with fast, narrative-driven moves: chase sequences, Favor relationships, and Conditions that make every roll matter. | Families with kids aged 6 and up, mixed-age groups, and anyone who wants a gentle introduction to RPGs with a cozy premise and mechanically simple but rewarding play. |
| Highlights | Chase 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 game | Character creation takes about five minutes using three attributes, one Talent, one Flaw, and one Magical Power. Failed rolls award XP, which encourages players to attempt difficult actions. Each kitty has a human with ranked Problems that drive adventures and give the story personal stakes. Kitty Treats earned from Flaws let players reroll dice or add narrative elements to the scene. |
| Considerations | The 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. | No free quickstart or SRD available: the core rules require purchase. Characters cannot die; they get knocked out and recover between scenes. The premise is specifically tied to playing magical cats, limiting genre flexibility. |