Apocalypse World vs Let's Go to Magic School
Compare Apocalypse World and Let's Go to Magic School side by side. See differences in complexity, dice, genre, and more.
| Apocalypse World | Let's Go to Magic School | |
|---|---|---|
| Genre | Post-Apocalyptic | Fantasy |
| Tags | Narrative, Fiction-First, Character-Driven, Collaborative, Improvisation, Drama, Playbook-Driven, Gritty, Weird, Strong GM Support | Collaborative, Worldbuilding, Playbook-Driven, Fiction-First, Character-Driven, Freeform Magic, Drama, Magic School |
| 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. | Roll 2d6 + stat. On a 10+, full hit. On a 7-9, partial hit with complications or limited choices. On a 6-, miss: the GM makes a Reaction. Five stats: Virtue, Ambition, Learning, Heart, and Worldliness. Inspiration is gained on missed rolls; five Inspiration unlocks an advancement from the playbook. |
| Dice | 2d6 | 2d6 |
| Complexity | Medium | Low |
| Availability | Paid | Free core rules |
| Runnability | 5 of 5 book tools | Book tools not listed |
| License | Proprietary | All Rights Reserved |
| 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. | ||
| Publisher | lumpley games | Holothuroid |
| 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. | Groups who want to collaboratively build a magic school setting and play out the social drama of student life (friendships, rivalries, classes, and mastering spells) in a flexible, setting-agnostic fantasy framework. |
| 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. | Collaborative worldbuilding during setup defines the school, its magic system, principles, limits, and laws. 17 magic subjects organized into five tiers (Basic, Elective, Advanced, Forbidden, Lost) shape the school's curriculum. Spells are defined collaboratively during play rather than from a fixed list. Scrutiny system tracks institutional consequences for rule-breaking students. |
| 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. | Requires investment in collaborative worldbuilding during setup; sample settings are provided but no full pre-built setting. |