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Apocalypse World vs Dungeon World

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

Apocalypse WorldDungeon World
GenrePost-ApocalypticFantasy
TagsNarrative, Fiction-First, Character-Driven, Collaborative, Improvisation, Drama, Playbook-Driven, Gritty, Weird, Strong GM SupportFiction-First, Playbook-Driven, Classic Fantasy, Character-Driven, Collaborative, Exploration, Low-Prep, Improvisation, Strong GM Support, CC-Licensed Rules
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.Moves trigger from events in the fiction. When a move calls for a roll, use 2d6 plus the specified modifier. Moves that call for rolls give outcomes for 10+ and 7–9, with the latter usually introducing a cost or compromise. On 6 or less, mark XP and the GM describes the consequences.
Dice2d62d6
ComplexityMediumLow
AvailabilityPaidFree core rules
Runnability5 of 5 book tools4 of 5 book tools
LicenseProprietaryCreative Commons Attribution 3.0 Unported (CC BY 3.0)
Third-Party PublishingCommercial publishing allowed — Publisher policy for original inspired gamesCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
Publisherlumpley gamesBurning Wheel
Year20162012
LanguagesEnglish, Italian, PortugueseEnglish, French, German, Spanish, Italian, Portuguese, Russian, Korean
Best ForGroups who want an unfolding post-apocalyptic campaign built around unstable alliances and struggles over scarce resources.Groups who want dungeon expeditions and fantasy campaigns shaped by their characters’ relationships and decisions. The table builds the world together and resolves danger through a continuous conversation.
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.Bonds and alignment award experience for developing relationships and acting on personal convictions. Threat fronts track what dangers will do without intervention, giving the GM an evolving campaign without a scripted plot. Questions during character creation establish shared setting details that become material for adventures.
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.Combat has no initiative order or fixed action allotment, so the table manages the spotlight through conversation. Base damage comes from the character’s class rather than weapon type, although weapon tags still change how attacks work. Advancement beyond tenth level requires retirement, an apprentice, or changing classes.