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Shadowrun vs Spire: The City Must Fall

Compare Shadowrun and Spire: The City Must Fall side by side. See differences in complexity, dice, genre, cost, and more.

ShadowrunSpire: The City Must Fall
GenreCyberpunk, FantasyFantasy
Play StyleCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban FantasyDark Fantasy, Narrative, Character-Driven, Espionage, Social Intrigue, Fiction-First, Gritty, Deadly, Mission-Based, Roleplay-Heavy
Core MechanicRoll 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.Roll a pool of d10s — one base die, plus an additional die each for having the relevant skill, domain, and mastery — and take the highest result. Results run from 1 (critical failure, double stress) through 2–5 (failure), 6–7 (success at a cost), 8–9 (success), to 10 (critical success). Difficulty reduces the pool by 1–2 dice.
Diced6 dice poold10 dice pool
ComplexityVery HighMedium
AccessibilityMediumHigh
CommunityHighMedium
LicenseNo open licenseAll Rights Reserved
Cost$$$$$
PublisherCatalyst Game LabsRowan, Rook and Decard
Year20192018
Best ForGroups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.Groups who want long-form campaigns as operatives in a revolutionary resistance movement, where faction politics and moral compromise shape each session as much as the missions themselves.
HighlightsUnique 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.Five separate resistance tracks (Blood, Mind, Shadow, Reputation, Silver) let different types of harm accumulate independently, each with its own fallout table. Fallout mechanics convert accumulated stress into concrete narrative consequences — broken limbs, criminal records, vendetta NPCs, or being burned by the Ministry — rather than flat stat penalties. NPC Bonds maintain their own stress tracks; calling in favors puts allies at risk, and bond fallout can cost safe houses, informants, or key relationships. Character advancement is tied to changing the city itself: small changes earn Low advances, moderate changes Medium, and huge or irreversible changes High — and the change does not have to be for the better.
ConsiderationsMatrix 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.The drow revolution premise is deeply embedded in the fiction; the game is built around this specific setting and repurposing it for other campaigns requires significant adaptation. Combat has no rounds, turns, or initiative system; engagements are resolved as a narrative conversation with the GM choosing the order of action. Fallout can permanently remove or severely restrict character capabilities, including arrest, lost limbs, or exile from the Ministry.