Chasing Adventure vs Shadowrun
Compare Chasing Adventure and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.
| Chasing Adventure | Shadowrun | |
|---|---|---|
| Genre | Fantasy | Cyberpunk, Fantasy |
| Play Style | Narrative, Beginner-Friendly, Fast-Paced, Character-Driven, Open Source | Crunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy |
| 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 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. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Low | Very High |
| Accessibility | Very High | Medium |
| Community | Low | High |
| License | CC BY-SA 4.0 | No open license |
| Cost | Free / $ | $$$ |
| Publisher | Spencer Moore | Catalyst Game Labs |
| Year | 2024 | 2019 |
| Best For | Groups who want cinematic fantasy adventure with fast, narrative-driven moves — chase sequences, Favor relationships, and Conditions that make every roll matter. | Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat. |
| 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 | 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. |
| Considerations | Closely derived from Dungeon World which may feel familiar, fantasy-only, limited supplemental content, GM never rolls dice | 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. |