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Outrunners vs Shadowrun

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

OutrunnersShadowrun
GenreHorror, Cyberpunk, FantasyCyberpunk, Fantasy
TagsRules-Light, One-Shot Friendly, Narrative, Fiction-First, Collaborative, Survival, Atmospheric, Character-Driven, Worldbuilding, Strong GM SupportCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicEach character assigns one die from a d20, d12, d10, d8, d6, and d4 set across six stats, then rolls the relevant stat's die against a difficulty number; if half that die's maximum already meets the DC, the action succeeds without a roll. Rolling a die's maximum value without beating the DC triggers a Twist of Fate, exploding up to the next larger die. Fate Points, earned mainly by failing rolls, are spent to reroll, sway outcomes, or invoke the Hands of Fate at a narrative cost.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.
Diced4–d20d6 dice pool
ComplexityLowVery High
AccessibilityHighHigh
RunnabilityHighVery High
LicenseORC 1.0 (free SRD)No open license
Third-Party PublishingNot yet researchedNot yet researched
Cost$$$$
PublisherEinsol's RazorCatalyst Game Labs
Year20252019
Best ForGroups who want a rules-light, emotionally charged one-shot or short campaign about doomed characters racing to outrun a foreseen death, and GMs who want a portable fate-and-survival horror premise they can drop into almost any setting with little prep.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsEvery character begins with a prophesied glimpse of their own death, which seeds concrete clues into the story and ties each session's tension to a deadline the player already knows is coming. Rolling a stat die's maximum without meeting the difficulty explodes it up to the next larger die, turning desperate long shots into escalating last-second reversals rather than flat failures. Fate Points are earned mainly by failing rolls and then spent to reroll, sway outcomes, or invoke the Hands of Fate, so setbacks bankroll later comebacks and every intervention carries a narrative cost.The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents.
ConsiderationsThe default Adamah setting is sketched in only a few pages and the game expects the table to invent most of the world at session zero, so groups wanting a prepared, detailed setting must supply it themselves. Equipment grants only narrative permission rather than mechanical bonuses, so players who enjoy itemization or tactical loadouts will find nothing to optimize. The foreseen-death premise is built to resolve at the Vision's deadline, making the game strongest as a one-shot or short arc and harder to sustain across a long, open-ended campaign.Matrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution.