Pendragon vs Shadowrun
Compare Pendragon and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.
| Pendragon | Shadowrun | |
|---|---|---|
| Genre | Fantasy, Historical | Cyberpunk, Fantasy |
| Play Style | Character-Driven, Domain Management, Lore-Heavy, Deadly, Simulation, Crunchy, Social Intrigue | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy |
| Core Mechanic | Roll d20 against the relevant skill or attribute: a result equal to or under its value succeeds, a roll exactly equal to the value is a critical success, and a natural 20 is a fumble. Opposed actions have both sides roll under their value, with the higher success winning and a beaten-but-successful roll scoring a partial success. Personality traits and passions use the same numeric scale and are rolled the same way when a knight's character is put to the test. | 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. |
| Dice | d20 | d6 dice pool |
| Complexity | High | Very High |
| Accessibility | Medium | High |
| Runnability | High | Very High |
| License | Proprietary | No open license |
| Cost | $$ | $$$ |
| Publisher | Arthaus | Catalyst Game Labs |
| Year | 2005 | 2019 |
| Best For | Long-running Arthurian campaigns where a knight's aging, death, and dynastic succession are part of the genre, and where playing out a character's traits, loyalties, and passions matters as much as winning fights. | Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat. |
| Highlights | Thirteen opposed pairs of personality traits and a set of named passions are rated numerically and rolled like skills, and a passion roll can leave a knight inspired to heroics, disheartened, or maddened beyond the player's control: the heightened behavior that drives Arthurian drama. Every chivalric act (combat, generosity, romance, piety, holding a title) feeds a single lifelong Glory total that sets social rank and rewards embodying knightly ideals over simply winning fights. A yearly Winter Phase resolves aging, estate income, and family events between sessions and passes the line to an heir on death, so a campaign can span generations from Uther's court to the fall of the Round Table. | 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. |
| Considerations | Core rules restrict player characters to knights, with no mechanics for playing magicians, priests, or commoners, which narrows the cast to the warrior aristocracy. The Winter Phase's multi-step annual procedure adds meaningful between-session bookkeeping to every campaign year. High-damage attacks such as a couched lance or great sword can end a fight in a single exchange, making disadvantaged or improvised fights disproportionately dangerous. | 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. |