Fellowship vs Shadowrun
Compare Fellowship and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.
| Fellowship | Shadowrun | |
|---|---|---|
| Genre | Fantasy | Cyberpunk, Fantasy |
| Tags | Fiction-First, Playbook-Driven, High-Fantasy, Heroic, Collaborative, Worldbuilding, CC-Licensed Rules, Strong GM Support | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, Espionage |
| Core Mechanic | Roll 2d6 + stat (Blood, Courage, Sense, Grace, or Wisdom). 10+ full success, 7–9 success with a cost, 6− the Overlord makes a Cut against you. Playbook moves trigger from fictional actions. Hope (roll 3d6 keep best two) and Despair (roll 3d6 keep worst two) modify all rolls and cancel each other out when both are present. | Roll d6s equal to an attribute plus a skill, counting 5s and 6s as hits. Reach the required threshold to succeed, or compare hits in an opposed test. Situational advantages generate Edge points that can fund rerolls or extra hits. Dice pool modifiers still apply alongside Edge. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Medium | Very High |
| Accessibility | Medium | High |
| Runnability | Medium | Very High |
| License | Creative Commons CC BY-SA 4.0 | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Community content program |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $ |
| Publisher | Liberi Gothica Games | Catalyst Game Labs |
| Year | 2019 | 2019 |
| Languages | English | English, German, French, Portuguese, Russian |
| Best For | Groups who want LOTR-style co-operative epic fantasy where one player commits to playing the evil Overlord throughout the campaign and each hero treats themselves as the spokesperson for an entire fantasy people. | Groups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign. |
| Highlights | Dedicated Overlord playbook lets one player run the villain throughout the campaign with structured threat, plan, and Cut mechanics. Each hero playbook grants full authority over their fantasy people's lore, history, and culture: players are the canonical voice for their species. Over a dozen Destiny playbooks unlock at level 5 to transform heroes into greater figures (Chosen One, Cyborg, Witch, Lord of Beasts, and others). CC BY-SA 4.0 license permits free modification and redistribution. | Specialist roles divide a heist across physical security, hacking, and magic, giving the team several ways into the same target. Edge turns situational advantages into a spendable resource for tactical choices. Reputation and Heat carry the consequences of conspicuous jobs into later missions. |
| Considerations | Requires one player to commit to running the villain full-time with no hero of their own. Hero playbooks are tightly themed around six fantasy archetypes (Dwarf, Elf, Halfling, Heir, Orc, Squire): groups wanting non-Tolkien-style species must reskin or hack the playbooks. Tracking Bonds, Companions, Hope, Despair, and tagged gear adds bookkeeping above the typical PbtA load. Whether a fictional Advantage exists for Finish Them often requires table interpretation. | Character creation requires coordinating priority choices with detailed gear purchases. Cyberware reduces Essence, which limits magical development. Wireless equipment bonuses expose connected gear to hacking. |