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Chasing Adventure vs Warhammer Fantasy Roleplay

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

Chasing AdventureWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, Open SourceCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
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 d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Dice2d6d100
ComplexityLowMedium
AccessibilityVery HighLow
RunnabilityVery HighHigh
LicenseCC BY-SA 4.0No open license
CostFree / $$$$
PublisherSpencer MooreCubicle 7
Year20242018
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 dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
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 gameThe career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests.
ConsiderationsClosely derived from Dungeon World which may feel familiar, fantasy-only, limited supplemental content, GM never rolls diceThe rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills.