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Chasing Adventure vs Thirsty Sword Lesbians

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Chasing AdventureThirsty Sword Lesbians
GenreFantasyFantasy, Sci-Fi, Cyberpunk, Modern
TagsNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed RulesNarrative, Fiction-First, Character-Driven, Drama, Roleplay-Heavy, Collaborative, Playbook-Driven, CC-Licensed Rules, Beginner-Friendly, One-Shot Friendly
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.When a move's fictional trigger occurs, roll 2d6 plus Daring, Grace, Heart, Wit, or Spirit. Each move defines the consequences for an up beat on 10+, a mixed beat on 7–9, or a down beat on 6-; down beats mark XP and let the GM introduce a complication.
Dice2d62d6
ComplexityLowLow
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseCC BY-SA 4.0CC BY-SA 4.0 (text)
Third-Party PublishingNot yet researchedCommercial publishing allowed — Powered by Lesbians open license
Summary only, not legal advice. Check current terms before publishing.
PublisherSpencer MooreEvil Hat Productions
Year20242021
LanguagesEnglishEnglish, French
Best ForGroups who want cinematic fantasy adventure with fast, narrative-driven moves: chase sequences, Favor relationships, and Conditions that make every roll matter.Groups seeking queer action romance centered on personal relationships. It supports one-shots and campaigns built through collaborative setting creation.
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 gameConditions impose concrete penalties until recovery scenes or destructive actions clear them. Strings let characters influence rolls or tempt choices, making relationships mechanically consequential. Playbook conflicts and Smitten prompts give each romance a source of dramatic tension.
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.There is no general move for persuading an NPC directly, so mechanical leverage comes from gaining and spending Strings. The default Fight move resolves one exchange rather than a turn-based combat round, but optional Expanded Fight Moves support longer duels. Exploration and investigation rely on fictional positioning or Defy Disaster instead of dedicated procedures.