Apocalypse World vs Avatar Legends
Compare Apocalypse World and Avatar Legends side by side. See differences in complexity, dice, genre, and more.
| Apocalypse World | Avatar Legends | |
|---|---|---|
| Genre | Post-Apocalyptic | Fantasy |
| Tags | Narrative, Fiction-First, Character-Driven, Collaborative, Improvisation, Drama, Playbook-Driven, Gritty, Weird, Strong GM Support | Character-Driven, Drama, Playbook-Driven, Licensed IP, Martial Arts, Fiction-First, Freeform Magic, Tactical, Heroic, Narrative |
| 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. | For a basic move that calls for a roll, roll 2d6 plus the relevant stat: 10+ is a strong hit, 7–9 a weak hit, and 6 or less a miss. When acting in accordance with one of your two balance principles, you can mark fatigue to roll with that principle instead of a stat. |
| Dice | 2d6 | 2d6 |
| Complexity | Medium | Medium |
| Availability | Paid | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Publisher policy for original inspired games | Noncommercial only — Fan-created digital tools |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | lumpley games | Magpie Games |
| Year | 2016 | 2022 |
| Languages | English, Italian, Portuguese | English, French, German, Portuguese |
| Best For | Groups who want an unfolding post-apocalyptic campaign built around unstable alliances and struggles over scarce resources. | Groups of Avatar fans who want young heroes to wrestle with beliefs and friendships while protecting communities across the Four Nations. |
| 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. | Each playbook ties a personal conflict to moves and growth questions. The usual route to learning and mastering advanced techniques involves finding teachers and completing lessons tailored to your hero. Five eras provide distinct conflicts and adventure hooks across the Four Nations. |
| 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. | The group plays young heroes who are committed to helping each other. Combat exchanges require selecting approaches and resolving techniques in a fixed order. Losing balance can force your character out of a scene. |