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Spire: The City Must Fall vs Warhammer Fantasy Roleplay

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

Spire: The City Must FallWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleDark Fantasy, Narrative, Character-Driven, Espionage, Social Intrigue, Fiction-First, Gritty, Deadly, Mission-Based, Roleplay-HeavyCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll 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.Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Diced10 dice poold100
ComplexityMediumMedium
AccessibilityHighLow
RunnabilityHighHigh
LicenseAll Rights ReservedNo open license
Cost$$$$$
PublisherRowan, Rook and DecardCubicle 7
Year20182018
Best ForGroups 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.Groups who want dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
HighlightsFive 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. The change does not have to be for the better.The career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests.
ConsiderationsThe 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.The rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills.