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Apocalypse World vs Daggerheart

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

Apocalypse WorldDaggerheart
GenrePost-ApocalypticFantasy
TagsNarrative, Fiction-First, Character-Driven, Collaborative, Improvisation, Drama, Playbook-Driven, Gritty, Weird, Strong GM SupportNarrative, Collaborative, Fiction-First, Character Building, Character-Driven, Drama, Combat-Heavy, Resource Management, Fear & Stress Mechanics, Strong GM Support
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.Players roll two d12s, add a trait and modifiers, and meet or beat a Difficulty to succeed. The higher die grants the player Hope or gives the GM Fear, even when the action succeeds. Matching dice produce a critical success. Adversary attacks use d20 plus a modifier against Evasion.
Dice2d62d12, d20
ComplexityMediumMedium
AvailabilityPaidFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseProprietaryDarrington Press Community Gaming License (DPCGL 2.0)
Third-Party PublishingCommercial publishing allowed — Publisher policy for original inspired gamesCommercial publishing allowed — Community gaming license
Summary only, not legal advice. Check current terms before publishing.
Publisherlumpley gamesDarrington Press
Year20162025
LanguagesEnglish, Italian, PortugueseEnglish, French, German, Italian, Portuguese
Best ForGroups who want an unfolding post-apocalyptic campaign built around unstable alliances and struggles over scarce resources.Groups who want fantasy campaigns built around character relationships and changing ability loadouts. Battles suit tables that share the spotlight without a fixed initiative order.
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.Hope can activate character abilities or add a backstory-based Experience to a roll. Players share the spotlight freely until a failure, a Fear result, or GM intervention shifts it. Each class combines two domains into a loadout of up to five active ability cards.
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.The spotlight has no fixed turns or action allotment, requiring the group to share opportunities to act. Recalling inactive domain cards outside a rest can cost Stress. Resting restores resources but also gives the GM Fear to spend on further threats.