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Inevitable vs Shadowrun

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

InevitableShadowrun
GenreFantasyCyberpunk, Fantasy
Play StyleAtmospheric, Character-Driven, Dark Fantasy, Deadly, Fiction-First, Grimdark, Lore-Heavy, Mission-Based, Narrative, Rules-LightCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicBuild a dice pool of d6s from Reputations, equipment, and risk-taking. Roll and take the highest: 1–3 fails with a Consequence, 4–5 succeeds but with a Consequence and earns a Showdown Token, 6 succeeds cleanly. In climactic Showdowns, one character faces the Threat alone — roll d6 plus bonuses from negotiated Costs against a target equal to Threat minus accumulated Showdown Tokens.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.
Diced6 dice poold6 dice pool
ComplexityLowVery High
AccessibilityMediumMedium
RunnabilityLowMedium
LicenseAll Rights ReservedNo open license
Cost$$$$$
PublisherSoulMuppet PublishingCatalyst Game Labs
Year20242019
Best ForGroups who want a narrative, play-to-lose fantasy RPG where doomed cowboy knights sacrifice everything to defy prophecy in a richly detailed kingdom on the brink of destruction.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsPlay-to-lose structure makes failure and sacrifice mechanically meaningful rather than punishing. Six classes (Errant, Mystic, Godsman, Taleweaver, Roamer, Shadowjack) each with unique abilities and Reputation suggestions. Nested quest structure — World Quests, Stepwise Quests, Doom Quests, and the Fall Quest — creates escalating campaign arcs. Showdown mechanic focuses climactic confrontations on a single character negotiating personal Costs against the Threat.Unique 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.
ConsiderationsTightly bound to the Kingdom of Myth setting with no toolkit for other campaigns. Play-to-lose premise requires buy-in from all players. GM must manage interconnected Doom timelines and escalating Threat levels across multiple quest types. No tactical combat system — conflicts resolve through the same Challenge and Showdown mechanics as everything else.Matrix 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.