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Ars Magica vs Werewolf: The Apocalypse

Compare Ars Magica and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Ars MagicaWerewolf: The Apocalypse
GenreFantasy, HistoricalHorror, Modern, Fantasy
TagsCrunchy, Freeform Magic, Collaborative, Simulation, CC-Licensed Rules, Roll to Cast, Domain Management, Social IntrigueAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll a d10 + Characteristic + Ability against an Ease Factor. Simple die rolls count the result at face value; stress die rolls on a 1 double the next roll (cascading), while a 0 risks a botch by rolling additional botch dice. Magic uses Technique + Form (five verbs like Creo, Perdo combined with ten nouns like Ignem, Corpus) to define any spell effect. Formulaic spells are pre-learned, spontaneous spells can attempt any Technique + Form combination by halving the casting total, and ritual spells handle large-scale or permanent effects.Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Each pair of 10s counts as four successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Diced10d10 dice pool
ComplexityHighHigh
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseCC BY-SA 4.0All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherAtlas GamesRenegade Game Studios
Year20042023
LanguagesEnglish, French, Spanish, ItalianEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want a deeply researched medieval European setting with the most flexible magic system in tabletop RPGs and troupe-style play where multiple characters share the spotlight across seasons of game time.Groups who want long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences.
HighlightsTechnique + Form magic system allows freeform spell creation by combining five verbs with ten nouns. Troupe-style play rotates magi, companions, and grogs so every player has multiple characters. Covenant management adds strategic play between adventures. Mythic Europe setting blends historical accuracy with medieval folklore and theology.Brutal outcomes can force destructive failures or add four successes to actions the Storyteller judges can benefit from Rage. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community.
ConsiderationsCore rulebook is dense at 240 pages with extensive magic subsystems that require study before play. Laboratory rules, seasonal advancement, and covenant management demand significant bookkeeping. The troupe-style format requires buy-in from the whole group. Combat is deliberately secondary to magic and social play.A Crinos-form Garou who did not kill in the previous turn must spend Willpower at the start of the next turn or enter frenzy, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries.