Chuubo's Marvelous Wish-Granting Engine vs Shadowrun
Compare Chuubo's Marvelous Wish-Granting Engine and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.
| Chuubo's Marvelous Wish-Granting Engine | Shadowrun | |
|---|---|---|
| Genre | Fantasy | Cyberpunk, Fantasy |
| Play Style | Cozy, Narrative, Diceless, Collaborative, Character-Driven, Worldbuilding, Drama, Fiction-First, Roleplay-Heavy | Crunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy |
| Core Mechanic | Diceless. Intention equals skill minus Obstacle; spend Will points to boost Intention above zero for success. Players drive play by selecting quests and earning XP through genre-specific actions (Pastoral, Gothic, Adventure Fantasy, etc.). Three XP types: Action XP (shared group pot), Emotion XP (earned by evoking specific emotions in other players), and Bonus XP (from quest tasks). Quests combine into eight color-coded Arcs. The GM is called the HG (Hollyhock God). Characters fade into the background after XP actions, rotating spotlight. | 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 | Diceless | d6 dice pool |
| Complexity | High | Very High |
| Accessibility | Low | Medium |
| Runnability | Medium | Medium |
| License | Proprietary | No open license |
| Cost | $ | $$$ |
| Publisher | Eos Press (Jenna Katerin Moran) | Catalyst Game Labs |
| Year | 2014 | 2019 |
| Best For | Groups who want collaborative, slice-of-life storytelling in a whimsical Ghibli-inspired setting — where wishes, friendships, and personal growth drive play instead of combat. | Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat. |
| Highlights | Genre modes shape play through XP incentives — different genres reward different player behaviors, Emotion XP ties advancement to evoking specific reactions from other players, player-driven quests shift narrative agency from HG to group, eight Arc types support stories from pastoral slice-of-life to cosmic fantasy | 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 | Multiple overlapping XP and quest tracking systems require bookkeeping throughout play, Will resource and Intention math replace dice but add calculation per action, characters have Skills Connections Perks and Arc Traits that interact across multiple subsystems, fading mechanic forces characters out of the spotlight after XP actions | 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. |