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Knave vs Shadowrun

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

KnaveShadowrun
GenreFantasyCyberpunk, Fantasy
Play StyleClassless, Rules-Light, Dungeon Crawl, Hackable, Ascending AC, Vancian Casting, Random TablesCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicRoll d20 + ability score (1–10) vs. 11 + difficulty modifier. No classes — your abilities come from what you carry. Item slot inventory means every piece of gear is a meaningful choice. Spellbooks occupy an item slot and can be cast once per day (INT times per day total). 100 random careers provide starting equipment and flavor. Wounds reduce ability scores directly.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.
Diced20d6 dice pool
ComplexityVery LowVery High
AccessibilityVery HighMedium
CommunityMediumHigh
LicenseProprietaryNo open license
Cost$$$$
PublisherQuesting Beast LLCCatalyst Game Labs
Year20242019
Best ForGroups who want a classless, inventory-driven OSR game where characters are defined entirely by their equipment — with brilliant random tables and a full worldbuilding toolkit.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsClassless — gear defines the character, item slot inventory makes every choice meaningful, extensive random tables for worldbuilding, CC BY license allows free modification, fits in a small bookUnique 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.
ConsiderationsNo character classes may feel directionless for some players, very swingy d20 rolls with low ability scores, minimal rules means heavy GM improvisation, combat is basic by designMatrix 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.