GURPS vs Shadowrun
Compare GURPS and Shadowrun side by side. See differences in complexity, dice, genre, and more.
| GURPS | Shadowrun | |
|---|---|---|
| Genre | Universal | Cyberpunk, Fantasy |
| Tags | Crunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, Espionage |
| Core Mechanic | Roll 3d6 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure. | 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 | 3d6 | d6 dice pool |
| Complexity | Very High | Very High |
| Availability | Free quickstart | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | SJ Games Online Policy | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — SJ Games Online Policy | Commercial publishing allowed — Community content program |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Steve Jackson Games | Catalyst Game Labs |
| Year | 2004 | 2019 |
| Languages | English, Japanese, Korean, Portuguese | English, German, French, Portuguese, Russian |
| Best For | Groups who want detailed character customization and consistent simulation across different genres. | Groups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign. |
| Highlights | Point budgets let players build characters around chosen strengths and limitations. Optional rules let the GM tune the level of detail for a campaign. Maneuver choices give combatants trade-offs between attacking, moving and defending. | 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 | Selecting and modifying character traits takes time during character creation. Detailed combat can require several rolls to resolve one attack. The GM must establish which abilities and optional rules fit the campaign. | 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. |