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Apocalypse World vs Comrades

Compare Apocalypse World and Comrades side by side. See differences in complexity, dice, genre, and more.

Apocalypse WorldComrades
GenrePost-ApocalypticHistorical
TagsNarrative, Fiction-First, Character-Driven, Collaborative, Improvisation, Drama, Playbook-Driven, Gritty, Weird, Strong GM SupportPlaybook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, Drama
Core MechanicWhen 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.Roll 2d6 + stat (Body, Mind, Spirit, Guile, or Bond, ranging from -3 to +3). On a 10+ it is a strong hit, on a 7–9 a weak hit with complications, on a 6- a miss and the GM makes a move. Basic moves cover combat (Get Rough), persuasion (Sway), infiltration (Sneak), mob incitement (Start Something), and interpersonal moments (Share a Quiet Moment). At the end of each session, the party rolls Pathway Moves to advance along five tracks toward revolution: Force, Organization, Zealotry, Mayhem, and Fellowship. Reaching level 5 on any pathway triggers the final attempt to seize power.
Dice2d62d6
ComplexityMediumLow
AvailabilityPaidPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseProprietaryProprietary (PbtA)
Third-Party PublishingCommercial publishing allowed — Publisher policy for original inspired gamesNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Publisherlumpley gamesAkers Games
Year20162019
LanguagesEnglish, Italian, PortugueseEnglish
Best ForGroups who want an unfolding post-apocalyptic campaign built around unstable alliances and struggles over scarce resources.Groups who want to tell stories of revolutionary struggle against an oppressive regime, exploring the costs of political violence and the bonds between comrades willing to die for their ideals.
HighlightsShared-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.Pathways to Revolution system gives campaigns built-in momentum and a definitive endgame, 10 playbooks embody distinct revolutionary archetypes from Artist to Soldier, first session includes collaborative worldbuilding where players choose the setting and define the oppressive regime, Bond stat mechanically reinforces relationships between comrades
ConsiderationsThe 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.Strongly political subject matter requires buy-in from the entire table, no included bestiary or detailed tactical combat rules, Khresht 1915 is the only fully developed setting: other included settings are brief outlines, GM receives principles but limited structured prep tools beyond fronts