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Chasing Adventure vs Shadowrun

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

Chasing AdventureShadowrun
GenreFantasyCyberpunk, Fantasy
Play StyleNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, Open SourceCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
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 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.
Dice2d6d6 dice pool
ComplexityLowVery High
AccessibilityVery HighMedium
CommunityLowHigh
LicenseCC BY-SA 4.0No open license
CostFree / $$$$
PublisherSpencer MooreCatalyst Game Labs
Year20242019
Best ForGroups 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.
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 gameUnique 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.
ConsiderationsClosely derived from Dungeon World which may feel familiar, fantasy-only, limited supplemental content, GM never rolls diceMatrix 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.