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Coyote & Crow vs Slugblaster

Compare Coyote & Crow and Slugblaster side by side. See differences in complexity, dice, genre, cost, and more.

Coyote & CrowSlugblaster
GenreScifi, FantasyScifi
TagsCharacter Building, Character-Driven, Classless, Skill-Based, Tactical, Theater of the Mind, Lore-Heavy, HeroicNarrative, Rules-Light, Cinematic, Fast-Paced, Gonzo, Character-Driven, Comedy
Core MechanicBuild a d12 pool from Skill Rank, the applicable related Stat, and modifiers. Trained Skills use the higher related Stat, while Rank 0 uses the lower. Each die meeting the Success Number, usually 8, adds one success. Each 1 subtracts a success, while each 12 creates a Critical die. A positive total succeeds, 0 fails, and a negative total is a critical failure.Forged in the Dark: roll a d6 dice pool and take the highest: 6 is a success, 4–5 is a partial success, 1–3 is a failure. No attributes or skills: instead, spend Boost to add dice. Kick lets you push your luck for Style Points by adding flair to any action. Style Points fuel advancement and reputation. Trouble tracks escalate consequences from parents, school, and interdimensional authorities.
Diced12 dice poold6 dice pool
ComplexityHighLow
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedForged in the Dark
Third-Party PublishingNot yet researchedNot yet researched
Cost$$$$
PublisherCoyote & Crow GamesWilkie's Candy Lab (Mikey Hamm)
Year20212022
Best ForGroups that want character-driven exploration and protection in an Indigenous science-fantasy future. It suits tables that prefer consequential choices and tactical conflicts resolved through abstract range bands.Groups who want fast-paced, irreverent adventures about teenagers hoverboarding through alternate dimensions, doing tricks, getting sponsorships, and avoiding getting grounded.
HighlightsPlayer-authored Goals turn character ambitions into advancement, keeping campaign development tied to choices made in play. Chosen Initiative makes turn order a recurring tactical decision instead of a one-time roll. The Three Path Concept turns non-linear scenario design into a concrete prep tool, so major obstacles support meaningful alternatives to combat.Combines teen drama with dimension-hopping action sports, Kick mechanic adds dice for adding flair to actions, Indie Groundbreaker Game of the Year winner, Trouble tracks escalate consequences from parents and authorities without lethal combat
ConsiderationsThe unified check is consistent, but character options and interlocking encounter procedures create substantial rules overhead. Success Numbers and critical Story Events depend on Story Guide judgment, so consistent difficulty and consequences require steady table rulings. The setting leaves much of its metaphysics deliberately open, requiring the group to establish what is real before play.Narrow genre focused on teenage hoverboard adventures, no attributes or skills: characters differentiate through playsheet and narrative choices only, five playsheets (Grit, Guts, Smarts, Heart, Chill) limit build variety, tone is specifically absurdist teen action