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Apocalypse World vs The Quiet Year

Compare Apocalypse World and The Quiet Year side by side. See differences in complexity, dice, genre, cost, and more.

Apocalypse WorldThe Quiet Year
GenrePost-ApocalypticPost-Apocalyptic
Play StyleNarrative, Rules-Light, Collaborative, Improvisation, Low-Prep, Drama, Theater of the Mind, Roleplay-Heavy, Playbook-DrivenGM-Less, Worldbuilding, Collaborative, Narrative, Rules-Light, One-Shot Friendly, Fiction-First, Map-Drawing
Core MechanicRoll 2d6 + stat. 6−: MC makes a hard move, 7–9: succeed with cost or complication, 10+: full success. Playbook moves trigger from the fiction. The MC follows Agendas and Principles instead of plotting.No dice, no GM. A deck of playing cards drives play — each suit is a season, each card a weekly prompt. On your turn, draw a card, answer the prompt, and choose to Discover Something New, Start a Project, or Hold a Discussion. Draw on the shared map to represent changes. Projects take multiple weeks to complete. The Contempt Token signals when a player feels unheard. The game ends when the Frost Shepherds arrive (King of Spades).
Dice2d6Diceless
ComplexityLowVery Low
AccessibilityMediumHigh
CommunityMediumLow
LicenseCC BY 4.0 (Powered by the Apocalypse)Proprietary
Cost$$$
Publisherlumpley gamesBuried Without Ceremony (Avery Alder)
Year20162013
Best ForGroups who want raw, character-driven post-apocalyptic drama where the fiction leads and the MC never plans ahead.Groups who want to collaboratively build a community's story through map-drawing — 52 weeks of discoveries, projects, and tensions before everything changes.
HighlightsGenre-defining design that launched the entire PbtA movement, playbooks with built-in dramatic hooks, MC framework provides detailed GM guidance, highly hackableCard-driven structure — one card per week across four seasons — paces the narrative through 52 turns, map-drawing produces a physical artifact of the session, Contempt Token mechanic signals when a player feels unheard, works as a standalone game or worldbuilding tool for other campaigns
ConsiderationsCan feel directionless without strong character flags, 2nd edition layout is dense and hard to reference, move trigger ambiguity requires frequent MC judgment calls, harm mechanics can cascade quicklyContempt mechanic can create genuine inter-player tension, no way to revisit or undo earlier map decisions, map quality depends on group comfort with drawing, limited replayability with the same group