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Playing God vs Shadowrun

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

Playing GodShadowrun
GenreFantasyCyberpunk, Fantasy
TagsCollaborative, Diceless, GM-Less, High-Power, One-Shot Friendly, Roleplay-Heavy, Sandbox, Solo-Friendly, Superpowers, WorldbuildingCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, Espionage
Core MechanicPlaying God uses no dice for its core resolution: players choose from the minor and major wonders allowed by their divine rank, and each wonder takes effect without a success roll. Devotion plus History determines divine rank, which expands the number and scale of wonders available each age. The optional Deck of Fate adds uncontrollable mortal events, while avatar battles use a separate card-hand procedure or another system chosen by the table.Roll d6s equal to an attribute plus a skill, counting 5s and 6s as hits. Reach the required threshold to succeed, or compare hits in an opposed test. Situational advantages generate Edge points that can fund rerolls or extra hits. Dice pool modifiers still apply alongside Edge.
DiceDicelessd6 dice pool
ComplexityMediumVery High
AccessibilityMediumHigh
RunnabilityLowVery High
LicenseORC LicenseAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — ORC LicenseCommercial publishing allowed — Community content program
Summary only, not legal advice. Check current terms before publishing.
Cost$$
PublisherGnome Made GamesCatalyst Game Labs
Year20252019
LanguagesEnglishEnglish, German, French, Portuguese, Russian
Best ForGroups who want to create a shared mythology across ages, either as a standalone campaign or as a foundation for another RPG setting. It also suits solo players and GM-less tables that enjoy negotiating divine alliances and rivalries.Groups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign.
HighlightsEach of the 23 domains grants a distinct wonder and modifier, making a god's portfolio mechanically consequential. Wonders permanently alter the shared multiverse, producing a usable mythic setting as play advances. Lower-ranked deities can pool their allotments to perform major wonders they could not enact alone.Specialist roles divide a heist across physical security, hacking, and magic, giving the team several ways into the same target. Edge turns situational advantages into a spendable resource for tactical choices. Reputation and Heat carry the consequences of conspicuous jobs into later missions.
ConsiderationsPlay centers on choosing and narrating godly wonders, with little direct support for character-scale action. Avatar battles use a brief card-hand procedure or another game chosen by the table, so the core book does not model positional combat. The optional Deck of Fate can impose Devotion losses or dictate a deity's next wonder, trading player control for unpredictable mortal events.Character creation requires coordinating priority choices with detailed gear purchases. Cyberware reduces Essence, which limits magical development. Wireless equipment bonuses expose connected gear to hacking.