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Kids on Bikes vs Shadow of the Demon Lord

Compare Kids on Bikes and Shadow of the Demon Lord side by side. See differences in complexity, dice, genre, cost, and more.

Kids on BikesShadow of the Demon Lord
GenreHorror, ModernFantasy, Horror
Play StyleBeginner-Friendly, Cinematic, Collaborative, Worldbuilding, Mystery, Atmospheric, One-Shot Friendly, Theater of the Mind, Narrative, Roleplay-Heavy, Drama, GM-FriendlyDark Fantasy, Grimdark, Fast Sessions, Beginner-Friendly, GM-Friendly
Core MechanicSix stats (Brains, Brawn, Fight, Flight, Charm, Grit) each get a single die from d4 (terrible) to d20 (superb), with the assignment determined by a chosen Trope (Brilliant Mathlete, Loner Weirdo, Popular Kid, etc.). Roll the relevant stat die against a GM-set difficulty; rolling the die's maximum 'explodes' and the die is rerolled, adding the values together. Failed rolls grant Adversity Tokens, each spendable for +1 on a future roll. Combat is fully narrative — there are no hit points; the margin between attacker and defender rolls determines injury severity and who narrates the outcome. Age (child, teen, or adult) grants +1 to two relevant stats and unlocks a free Strength. Each campaign also features a Powered Character co-controlled by all players through shared Aspect notecards and a pool of Psychic Energy tokens.Roll d20 + modifier vs. target number 10. Boons and banes (d6s) add or subtract from the roll, canceling each other out.
Diced4–d20d20
ComplexityLowLow
AccessibilityMediumHigh
CommunityHighMedium
LicenseProprietaryForbidden Rules SRD
Cost$$$$
PublisherHunters Entertainment / Renegade Game StudiosSchwalb Entertainment
Year20182015
Best ForGroups who want collaborative small-town supernatural mystery in the vein of Stranger Things or Stand By Me, where character relationships and tropes matter more than mechanical complexity. Especially well suited to one-shots, short campaigns, and tables that include players new to TTRPGs.Groups who want fast, dark fantasy with streamlined d20 mechanics and a sense of impending doom.
HighlightsPre-built Tropes turn character creation into a five-minute step, Setting Boundaries safety tools are integrated as the very first step before play, collaborative world-building constructs the town and seeds rumors before the first session, the Powered Character mechanic distributes shared narrative control of the supernatural element across the table via Aspect notecardsFast character creation, quick sessions, single boon/bane mechanic replaces most modifiers, 11 levels keep campaigns short
ConsiderationsCombat is fully narrative with no hit points or initiative, which can frustrate groups who want tactical structure, difficulty setting is entirely GM judgment with example anchors but no formulas, the shared-control Powered Character can confuse players new to collaborative narration, long-campaign play requires the GM to invent advancement and pacing because the rules are tuned for one-shots and short arcsDark horror tone limits genre range, setting tightly coupled to core rules