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Children With Wands vs Shadowrun

Compare Children With Wands and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.

Children With WandsShadowrun
GenreFantasyCyberpunk, Fantasy
TagsRules-Light, Family-Friendly, Beginner-Friendly, Cozy, Collaborative, Comedy, One-Shot Friendly, CC-Licensed RulesCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, Espionage
Core MechanicTo cast a spell, the player says what they want it to do, and the Narrator sets a Spell Range from two values. Effectiveness rates how well the spell suits the task from 0 to 3, and Strength rates how much magic the goal needs from 1 to 20. The range runs from Strength minus Effectiveness up to Strength plus Effectiveness. The player then rolls a d20, and a result inside the range casts the spell cleanly. A roll outside the range still fires the spell, but mis-scaled into a complication. High rolls overshoot with too much power and low rolls fall short.Roll d6s equal to an attribute plus a skill, counting 5s and 6s as hits. Reach the required threshold to succeed, or compare hits in an opposed test. Situational advantages generate Edge points that can fund rerolls or extra hits. Dice pool modifiers still apply alongside Edge.
Diced20d6 dice pool
ComplexityVery LowVery High
AccessibilityHighHigh
RunnabilityMediumVery High
LicenseCC BY-SA 4.0 (core rules text)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Community content program
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherDinosaur Pirate GamesCatalyst Game Labs
Year20262019
LanguagesEnglishEnglish, German, French, Portuguese, Russian
Best ForFamilies introducing younger players to tabletop roleplaying, and convention one-shots where everyone needs to be making characters and playing within minutes. The cooperative, low-stakes structure suits mixed-age tables more than groups after tactical depth or character builds.Groups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign.
HighlightsPlayers roll to determine a spell's power rather than its success, so a high roll overshoots the intended band just as badly as a low one. The Narrator announces each spell's range before the roll, letting the table weigh a clever but risky idea against a safe one as an open choice instead of a blind gamble. Spells that miss their range still go off and spawn fresh problems, turning failure into the engine that drives the session rather than a dead end.Specialist roles divide a heist across physical security, hacking, and magic, giving the team several ways into the same target. Edge turns situational advantages into a spendable resource for tactical choices. Reputation and Heat carry the consequences of conspicuous jobs into later missions.
ConsiderationsSetting each Spell Range is a real-time Narrator judgment of a spell's fit and power, so the game leans heavily on a confident improviser to run well. Casting a spell is the only way to resolve a real challenge, leaving groups who want to settle problems through mundane skill or social play without a subsystem for it. Every child shares the same resolve pool, single die, and short perk list, so characters distinguish themselves mainly by which spells they know.Character creation requires coordinating priority choices with detailed gear purchases. Cyberware reduces Essence, which limits magical development. Wireless equipment bonuses expose connected gear to hacking.