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Flying Circus vs The Riddle of Steel

Compare Flying Circus and The Riddle of Steel side by side. See differences in complexity, dice, genre, and more.

Flying CircusThe Riddle of Steel
GenreFantasyFantasy
TagsCrunchy, Combat-Heavy, Atmospheric, Character-Driven, SandboxTactical, Combat-Heavy, Deadly, Gritty, Simulation, Crunchy, Character-Driven, Freeform Magic, Classless, Lore-Heavy
Core MechanicRoll 2d10 + stat: 10 or less is a miss, 11–15 is a partial hit, 16+ is a full hit. Moves are triggered by fiction. Air combat uses energy management, altitude, and speed on instrument panels. Stress accumulated in missions is relieved between flights through vices and relationships.Roll a pool of d10s against a Target Number. Each die that meets or beats it is a success. Skill Tests roll an attribute's dice against the Skill Rating, where lower is better. Melee draws dice from a Combat Pool (Reflex plus Proficiency) that must cover attack and defense across a round's two exchanges. Spiritual Attributes add dice when a roll serves their stated focus.
Dice2d10d10 dice pool
ComplexityHighHigh
AvailabilityPaidOut of print
Runnability4 of 5 book tools4 of 5 book tools
LicenseProprietary (PbtA)All Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherNewstand PressDriftwood Publishing
Year20202002
LanguagesEnglishEnglish
Best ForGroups who want a deeply detailed aerial combat game wrapped in a rich, character-driven story about mercenary pilots in a post-war fantasy world.Groups who want deadly, historically grounded melee decided by how fighters split their dice. It suits campaigns the Seneschal builds around each character's passions, drives, and destinies.
HighlightsHighly detailed air combat, setting blends WWI aviation with Miyazaki-esque fantasy, character-driven downtime system, free aircraft builder tool, 10 diverse playbook backgroundsSecret red-or-white die declarations and Combat Pool splits make each exchange a contest of reading the opponent. Points earned by acting on Spiritual Attributes add dice in play and also pay for advancement, rewarding characters who pursue their convictions. Sorcerers build spells on the fly from nine Vagaries, and each casting risks months of aging.
ConsiderationsDense and intimidating to learn, very niche aerial-combat focus, requires printing instrument panels and component cards, limited to its specific settingThere are no hit points, and one solid hit can kill a character outright. Sorcery is deliberately unbalanced against fighters, leaving the Seneschal to rein in sorcerer characters. Mass combat gets only an abstract contested Strategy roll, with no dedicated procedures for naval battles or sieges.