Comrades vs Let's Go to Magic School
Compare Comrades and Let's Go to Magic School side by side. See differences in complexity, dice, genre, and more.
| Comrades | Let's Go to Magic School | |
|---|---|---|
| Genre | Historical | Fantasy |
| Tags | Playbook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, Drama | Collaborative, Worldbuilding, Playbook-Driven, Fiction-First, Character-Driven, Freeform Magic, Drama, Magic School |
| Core Mechanic | Roll 2d6 + stat (Body, Mind, Spirit, Guile, or Bond, ranging from -3 to +3). On a 10+ it is a strong hit, on a 7–9 a weak hit with complications, on a 6- a miss and the GM makes a move. Basic moves cover combat (Get Rough), persuasion (Sway), infiltration (Sneak), mob incitement (Start Something), and interpersonal moments (Share a Quiet Moment). At the end of each session, the party rolls Pathway Moves to advance along five tracks toward revolution: Force, Organization, Zealotry, Mayhem, and Fellowship. Reaching level 5 on any pathway triggers the final attempt to seize power. | Roll 2d6 + stat. On a 10+, full hit. On a 7-9, partial hit with complications or limited choices. On a 6-, miss: the GM makes a Reaction. Five stats: Virtue, Ambition, Learning, Heart, and Worldliness. Inspiration is gained on missed rolls; five Inspiration unlocks an advancement from the playbook. |
| Dice | 2d6 | 2d6 |
| Complexity | Low | Low |
| Availability | Paid | Free core rules |
| Runnability | 4 of 5 book tools | Book tools not listed |
| License | Proprietary (PbtA) | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Akers Games | Holothuroid |
| Year | 2019 | 2025 |
| Languages | English | English |
| Best For | Groups who want to tell stories of revolutionary struggle against an oppressive regime, exploring the costs of political violence and the bonds between comrades willing to die for their ideals. | Groups who want to collaboratively build a magic school setting and play out the social drama of student life (friendships, rivalries, classes, and mastering spells) in a flexible, setting-agnostic fantasy framework. |
| Highlights | Pathways to Revolution system gives campaigns built-in momentum and a definitive endgame, 10 playbooks embody distinct revolutionary archetypes from Artist to Soldier, first session includes collaborative worldbuilding where players choose the setting and define the oppressive regime, Bond stat mechanically reinforces relationships between comrades | Collaborative worldbuilding during setup defines the school, its magic system, principles, limits, and laws. 17 magic subjects organized into five tiers (Basic, Elective, Advanced, Forbidden, Lost) shape the school's curriculum. Spells are defined collaboratively during play rather than from a fixed list. Scrutiny system tracks institutional consequences for rule-breaking students. |
| Considerations | Strongly political subject matter requires buy-in from the entire table, no included bestiary or detailed tactical combat rules, Khresht 1915 is the only fully developed setting: other included settings are brief outlines, GM receives principles but limited structured prep tools beyond fronts | Requires investment in collaborative worldbuilding during setup; sample settings are provided but no full pre-built setting. |