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Shadowdark RPG vs Shadowrun

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

Shadowdark RPGShadowrun
GenreFantasyCyberpunk, Fantasy
Play StyleDeadly, Dungeon Crawl, Rules-Light, Low-Prep, Gritty, Fast-Paced, Theater of the Mind, Ascending AC, Roll to Cast, Random TablesCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicRoll d20 + ability modifier vs. DC/AC. Real-time torch tracking (1 real-world hour per torch), risky spellcasting (fail a check and lose the spell for the day), and randomized character generation (3d6 down the line).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.
Diced20d6 dice pool
ComplexityVery LowVery High
AccessibilityHighMedium
RunnabilityHighMedium
LicenseShadowdark RPG Third-Party LicenseNo open license
Cost$$$$$
PublisherThe Arcane LibraryCatalyst Game Labs
Year20232019
Best ForTense, fast-paced dungeon crawling where resource management and player ingenuity matter more than character builds. Ideal for groups wanting old-school lethality with a modern, 5e-familiar ruleset.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsReal-time torch mechanic adds tension, near-zero prep with built-in random tables, 5e-familiar so easy to learn, fast combatUnique cyberpunk-fantasy setting blending megacorporate intrigue with magic and metahuman races. Dedicated subsystems for Matrix hacking, magic, rigging, and astral space. Edge system replaces many situational modifiers with a spendable tactical resource. Decades of published lore spanning in-world history from 2011 to the 2080s.
ConsiderationsLimited character customization at creation, random talent progression removes some player agency, real-time torch tracking requires consistent timekeeping, carousing is the only XP pathMatrix hacking runs as a parallel subsystem that can leave non-decker players waiting. Multiple supplemental rulebooks needed for full coverage of magic, Matrix, and rigging. Published books have documented editing and layout issues.