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Comrades vs Thirsty Sword Lesbians

Compare Comrades and Thirsty Sword Lesbians side by side. See differences in complexity, dice, genre, and more.

ComradesThirsty Sword Lesbians
GenreHistoricalFantasy, Scifi, Cyberpunk, Modern
TagsPlaybook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, DramaNarrative, Fiction-First, Character-Driven, Drama, Roleplay-Heavy, Collaborative, Playbook-Driven, CC-Licensed Rules, Beginner-Friendly, One-Shot Friendly
Core MechanicRoll 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.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
AvailabilityPaidFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseProprietary (PbtA)CC 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.
PublisherAkers GamesEvil Hat Productions
Year20192021
LanguagesEnglishEnglish, French
Best ForGroups 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 seeking queer action romance centered on personal relationships. It supports one-shots and campaigns built through collaborative setting creation.
HighlightsPathways 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 comradesConditions 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.
ConsiderationsStrongly 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 frontsThere 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.