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DIE vs Pasión de las Pasiones

Compare DIE and Pasión de las Pasiones side by side. See differences in complexity, dice, genre, and more.

DIEPasión de las Pasiones
GenreFantasy, HorrorModern
TagsDark Fantasy, Playbook-Driven, Character-Driven, Narrative, Drama, Roleplay-Heavy, Fiction-First, Atmospheric, Worldbuilding, CollaborativeDrama, Playbook-Driven, Narrative, Roleplay-Heavy, Social Intrigue, Character-Driven, Collaborative, Fiction-First, Low-Prep, Rules-Light
Core MechanicBuild a dice pool of d6s equal to the stat most relevant to the task (0–4), adding dice for advantages and removing dice for disadvantages. Each 4+ is a success; the GM's difficulty subtracts from that total. Each 6+ can also activate a Special ability tied to the roll. Each of the six Paragon classes is identified with a different polyhedral die (d4, d6, d8, d10, d12, or d20) that can be added to the pool to power that class's signature abilities.Most rolled moves have you roll 2d6 with the questions. Each yes to the move's two questions or your playbook question adds +1. The total modifier stays between -3 and +4. A 10+ is a strong hit, 7–9 a weak hit, and 6 or less a miss. On a miss the MC (the game's GM) makes a move unless the move says otherwise. Marked conditions are emotional states that each give +1 to one basic move and -2 to another.
Diced6 dice pool + d4–d202d6
ComplexityMediumLow
AvailabilityFree quickstartFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherRowan, Rook & DecardMagpie Games
Year20222023
LanguagesEnglishEnglish, French, Italian, Spanish
Best ForGroups who want an emotionally heavy, character-focused portal fantasy: real-world friends enter a fantasy world that mirrors their buried issues and must decide whether they can ever agree to go home.Groups who want a short season of melodramatic romance, betrayal, and shocking reveals, with players taking turns as the audience that steers each other's stories.
HighlightsSix Paragon classes each tied to a specific polyhedral die with its own subsystem: Dictator breaks hearts with words, Fool gains luck from acting carefree, Emotion Knight weaponizes a chosen feeling, Neo powers techno-magic with daily-refreshing Fair Gold, Godbinder bargains with gods for miracles, Master rewrites reality as a rule-bender. Real-world Flashback lets each player recall a memory once per session for advantage on any task. Session-zero procedures build the Personas and the fantasy world around their buried issues. Designed around 2–3 session games with extended campaign rules provided.Move questions such as "Are you dressed to impress?" replace stats, so each roll's bonus comes from what is happening in the scene. Players outside a scene act as the show's audience and can boost a character's roll or reveal off-screen events. A successful Accuse Someone of Lying roll can declare your character right despite what earlier scenes showed.
ConsiderationsPremise requires players willing to roleplay vulnerable real-world versions of themselves before any fantasy play begins. Bleed themes (the fiction leaking into real relationships) push emotional intensity that many groups will need explicit safety buy-in for. Each Paragon has a distinct subsystem the class's player must learn individually. The fantasy world is built collaboratively in session zero around the player Personas rather than drawn from a fixed setting, placing significant improvisational load on the GM.The game assumes romance and works best when every player character is a possible love interest. There are no in-depth combat rules: a punch uses the same move as calling someone cruel names. Every player character is expected to be Latinx.