TTRPG Wiki

Compare tabletop RPG systems to find your next game

Shadow of the Demon Lord vs Starving Folly

Compare Shadow of the Demon Lord and Starving Folly side by side. See differences in complexity, dice, genre, and more.

Shadow of the Demon LordStarving Folly
GenreFantasy, HorrorHorror
TagsDark Fantasy, Gritty, Deadly, Fear & Stress Mechanics, Corruption, Character Building, Tactical, Combat-Heavy, Atmospheric, Strong GM SupportFear & Stress Mechanics, Survival, Gritty, Resource Management, Character Building, Classless, Tactical, Combat-Heavy, One-Shot Friendly, CC-Licensed Rules
Core MechanicRoll d20 plus an attribute modifier against 10 for a challenge or the target’s Defense or attribute for an attack. Boons and banes cancel one for one. Roll the remaining d6s and add the highest boon or subtract the highest bane.Roll a d10, add the relevant ability score and any skill that applies, and meet or beat a Difficulty Class the GM sets on a scale from 4 for an easy task to 15 for an almost impossible one. A weapon attack rolls a d10 plus the weapon's ability score against the target's Evasion and, on a hit, deals the weapon's listed damage. Spending a Hunger Token rerolls a failed Body or Agility roll, and spending a Sanity Token rerolls a failed Mind, Senses, or Sociability roll.
Diced20, d6d10
ComplexityMediumMedium
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedCC BY-NC-SA
Third-Party PublishingCommercial publishing allowed — Community content programNoncommercial only — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherSchwalb EntertainmentTheCappy01
Year20152026
LanguagesEnglish, French, German, Spanish, Portuguese, Italian, Polish, ChineseEnglish
Best ForGroups who want lethal fantasy horror with flexible character paths and campaigns built around eleven adventures.Groups who want a free, setting-agnostic horror game for one-shots or short campaigns, built around a gradual reveal of the threat and survival costs that reach beyond hit points. It fits tables that enjoy building characters from a wide menu of backgrounds and perks.
HighlightsNovice, expert and master paths combine freely to create specialized characters. Fast turns trade movement for an earlier action. Insanity and Corruption give frightening encounters and forbidden acts lasting mechanical consequences.Scars land on specific body parts, and a permanent -5 Scar costs the character that part. Each time a character drops to 0 Sanity Tokens, the GM gives them a new Phobia that can drain a Sanity Token once per session. A character's base Actions equal Agility plus 1, and unspent Actions can be saved to act again later in the round.
ConsiderationsStarting characters can die from a single strong hit. The rules include graphic body horror and disturbing effects of forbidden magic. Advancement ends at level 10 after the campaign’s final adventure.Standard rest clears Temporary Scars but leaves permanent Scars in place. Running out of Hunger or Sanity Tokens normally imposes -3 on rolls tied to that token's abilities, and a standard rest restores just one token of each type. Whether the six Doctrines of magic appear in a campaign, and how characters earn Affinity to use them, are left for the GM to decide.