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Dungeon World vs Shadowrun

Compare Dungeon World and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.

Dungeon WorldShadowrun
GenreFantasyCyberpunk, Fantasy
Play StyleFiction-First, Narrative, Playbook-Driven, Classic Fantasy, Beginner-Friendly, Rules-Light, Fast-Paced, Collaborative, Heroic, Open Source, Hackable, GM-FriendlyCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicRoll 2d6 + ability modifier. On a 10+, you succeed. On a 7–9, you succeed but with a complication, cost, or hard choice. On a 6 or less, the GM makes a move (something bad happens) and you mark XP. Moves are triggered by fictional actions — describe what your character does, and the rules tell you when to roll.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.
Dice2d6d6 dice pool
ComplexityVery LowVery High
AccessibilityVery HighMedium
CommunityHighHigh
LicenseCreative Commons CC BY 3.0No open license
Cost$$$$
PublisherSage Kobold ProductionsCatalyst Game Labs
Year20122019
Best ForGroups who want D&D-style fantasy adventure (dungeons, monsters, treasure, classes) but with fiction-first PbtA mechanics that keep the pace fast and the spotlight on the narrative.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsFull text available free under Creative Commons, playbooks let new players start playing within minutes, GM chapter provides structured principles and moves for running the game, large library of third-party playbooks and supplementsUnique cyberpunk-fantasy setting blending megacorporate intrigue with magic and metahuman races. Dedicated subsystems for Matrix hacking, magic, rigging, and astral space. Edge system replaces many situational modifiers with a spendable tactical resource. Decades of published lore spanning in-world history from 2011 to the 2080s.
ConsiderationsCombat lacks tactical positioning or grid-based options, long campaigns can expose repetitive move structures, damage dice are class-based rather than weapon-based which limits gear choices, no longer actively developed by its creatorsMatrix hacking runs as a parallel subsystem that can leave non-decker players waiting. Multiple supplemental rulebooks needed for full coverage of magic, Matrix, and rigging. Published books have documented editing and layout issues.