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Loot and Scoot Incorporated vs Shadowdark RPG

Compare Loot and Scoot Incorporated and Shadowdark RPG side by side. See differences in complexity, dice, genre, and more.

Loot and Scoot IncorporatedShadowdark RPG
GenreSci-Fi, Horror, Post-ApocalypticFantasy
TagsBeginner-Friendly, Comedy, Deadly, Dungeon Crawl, Inventory Management, Mission-Based, Resource Management, TacticalDeadly, Dungeon Crawl, Rules-Light, Theater of the Mind, Roll to Cast, Random Tables, Resource Management, Inventory Management, Random Character Creation, Strong GM Support
Core MechanicWhen an action is uncertain, roll 1d6: a 5–6 fully succeeds, a 2–4 succeeds with a minor complication, and a 1 fails with a major complication. Advantage or disadvantage adds dice and keeps the highest or lowest result.Roll a d20 plus the relevant stat modifier and meet or beat the difficulty class or Armor Class. Advantage and disadvantage use two rolls and keep the better or worse result.
Diced6d20
ComplexityMediumLow
AvailabilityPaidFree quickstart
Runnability3 of 5 book tools5 of 5 book tools
LicenseProprietaryShadowdark RPG Third-Party License Version 1.1
Third-Party PublishingNot yet researchedCommercial publishing allowed — Shadowdark RPG Third-Party License
Summary only, not legal advice. Check current terms before publishing.
PublisherUltimate Hyper GamesThe Arcane Library
Year20252023
LanguagesEnglishEnglish, French, Italian, Portuguese
Best ForGroups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping.Groups who want dangerous dungeon expeditions driven by resource choices and player ingenuity. Suits campaigns where recovering treasure matters more than defeating every monster.
Highlights
  • Timed Mode uses a real countdown for salvage shifts, then converts the final escape into a 30-turn countdown.
  • Encumbrance ties each recovered item's size and carrying method to movement, forcing the crew to balance profit against escape speed.
  • Death triggers automated cloning that consumes organic material and CloneChips, keeping lethal hazards in play without ending the campaign.
  • Torches burn for one hour of real time, putting a time limit on dungeon exploration.
  • Gear slots make carrying treasure compete with supplies needed to survive the return trip.
  • Procedural generators let the GM create dungeons and encounters during play.
Considerations
  • The salvage phase is designed around mapped grid movement, and Timed Mode requires active timer management.
  • Characters begin without mechanical build choices or an advancement track, so equipment and optional cloning mishaps carry most long-term differentiation.
  • Campaign play centers on debt and hauling logistics, making economic bookkeeping part of every cycle.
  • Low starting hit points make a few successful attacks potentially fatal.
  • Class talents are rolled at odd-numbered levels, limiting control over advancement.
  • Social interaction relies mainly on spoken arguments and GM judgment rather than a dedicated conflict subsystem.