Apocalypse World vs Ashes Without Number
Compare Apocalypse World and Ashes Without Number side by side. See differences in complexity, dice, genre, cost, and more.
| Apocalypse World | Ashes Without Number | |
|---|---|---|
| Genre | Post-Apocalyptic | Post-Apocalyptic |
| Tags | Narrative, Fiction-First, Character-Driven, Collaborative, Improvisation, Drama, Playbook-Driven, Gritty, Weird, Strong GM Support | Sandbox, Deadly, Gritty, Exploration, Survival, Faction Play, Ascending AC |
| Core Mechanic | When the fiction triggers a move, roll 2d6 plus the specified stat. A 10+ is a strong hit, 7–9 is a weak hit, and 6 or less is a miss. The move defines its outcomes; a miss usually lets the MC introduce consequences. | 2d6 + skill + attribute modifier ≥ target for skill checks; d20 + modifiers for combat. Edges and Foci customize survivors. Enclave turn manages settlement-level play. Mutation system for mutant wasteland campaigns. |
| Dice | 2d6 | 2d6 / d20 |
| Complexity | Medium | Medium |
| Accessibility | Medium | Very High |
| Runnability | Very High | Very High |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Publisher policy for original inspired games | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | Free |
| Publisher | lumpley games | Sine Nomine Publishing |
| Year | 2016 | 2025 |
| Languages | English, Italian, Portuguese | English |
| Best For | Groups who want an unfolding post-apocalyptic campaign built around unstable alliances and struggles over scarce resources. | Sandbox post-apocalyptic campaigns (nuclear wastelands, zombie deadlands, or societal collapse) with the same incredible GM tools as Stars Without Number. |
| Highlights | Shared-history ratings make changing relationships feed directly into assistance and advancement. Threat types and countdowns give the MC procedures for escalating pressures without scripting a plot. Battle moves let players weigh control of an objective against harm inflicted and suffered. | Three apocalypse flavors (mutant wasteland, zombie deadlands, after the fall), comprehensive sandbox GM tools with encounter site and enclave generators, mutations and cybernetics, compatible with other Without Number games |
| Considerations | The campaign is designed to develop over several sessions rather than conclude in one sitting. The MC must interpret fictional circumstances and turn move results into concrete consequences. Sex-triggered moves make intimacy a mechanical topic unless the group agrees to remove them. | OSR combat can feel flat, dense 294-page rulebook, requires GM comfort with sandbox play |