Dogs in the Vineyard vs Shadowrun
Compare Dogs in the Vineyard and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.
| Dogs in the Vineyard | Shadowrun | |
|---|---|---|
| Genre | Historical, Fantasy | Cyberpunk, Fantasy |
| Tags | Narrative, Fiction-First, Character-Driven, Tag-Based, Corruption, Drama, Improvisation, Roleplay-Heavy, Social Combat, Strong GM Support | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy |
| Core Mechanic | Each side rolls a mixed pool of d4–d10 dice from applicable Stats and Relationships at the start of a conflict. A turn uses two dice to Raise with an action, and affected opponents See by spending enough dice to meet it. Traits, belongings, and escalation add dice as they enter play. Seeing with three or more dice causes Fallout, while Giving concedes the stakes. | 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 | d4–d10 dice pool | d6 dice pool |
| Complexity | Medium | Very High |
| Accessibility | Very Low | High |
| Runnability | High | Very High |
| License | Proprietary | No open license |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Unavailable | $$$ |
| Publisher | lumpley games | Catalyst Game Labs |
| Year | 2004 | 2019 |
| Best For | Groups who want episodic frontier drama built around difficult moral judgments, with a GM who presents each town's crisis without planning its solution. | Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat. |
| Highlights | Raise and See uses one exchange for words and violence, allowing an argument to escalate into gunplay without changing resolution systems. Fallout converts the blows a character accepts into lasting Traits and Relationships, tying conflict consequences to later play. The town-creation ladder turns pride into escalating injustice and corruption, giving the GM a crisis whose outcome remains open to the players' judgment. | The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents. |
| Considerations | The Faith's patriarchal theology and colonial frontier frame are built into the town-creation procedure, so adapting the setting requires replacing more than names and imagery. Conflicts abstract range, movement, and weapon differences into arena and die-size choices, leaving little support for positional tactics. The GM must present moral crises without a preferred solution, which rules out plotted outcomes and prewritten answer keys. | Matrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution. |