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Shadowrun vs Those Who Wander

Compare Shadowrun and Those Who Wander side by side. See differences in complexity, dice, genre, cost, and more.

ShadowrunThose Who Wander
GenreCyberpunk, FantasyFantasy
Play StyleCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban FantasyHeroic, High-Fantasy, Character Building, Classless, Tactical, Worldbuilding, Vancian Casting, Crunchy
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 d20 + ability bonus + proficiency bonus against a Difficulty Score. Abilities use direct modifiers (−1 to +5) instead of base scores, removing a calculation step from every roll. Character progression replaces classes and levels with a 20-step path: at each step you choose between two or more diverging features, and prerequisites gate later options.
Diced6 dice poold20
ComplexityVery HighMedium
AccessibilityMediumHigh
CommunityHighLow
LicenseNo open licenseProprietary (free Essential Rules quickstart)
Cost$$$$$
PublisherCatalyst Game LabsGnome Made Games
Year20192022
Best ForGroups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.Groups familiar with d20 fantasy who want deeper character customization, inclusive design covering any parentage pairing and accessibility for disabled characters, and long campaigns where each hero's 20-step path diverges from the rest of the party.
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.Parentage system inherits traits from any two birth parents across 15 peoples (dwarven, elven, human, halfling, avian, celestial, draconic, genie, gnoll, gnomish, goblin, kobold, infernal, orc, plus Complex Parentage) for hundreds of pairing combinations. Accessibility rules treat Blind and Deaf characters as mechanically viable heroes and integrate prosthetics and wheelchairs as part of the character. The 20-step branching progression replaces classes and levels — each step is a choice between two or more features that gate further specializations. Awakening heirlooms (weapons, armor, trinkets) gain new properties as characters take steps, growing in power and personality alongside their owner.
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.477-page rulebook with substantial mechanical innovation in character creation requires significant reading before a first session. No adventures are included in the core rules — GMs must design their own scenarios or source from d20-compatible content. The steps system departs from familiar level/class structure, so players coming from d20 fantasy must learn a new progression model. No native rolled initiative — the storyteller chooses one of four ability-based turn-order methods at the start of each combat.