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Band of Blades vs Vampire: The Masquerade

Compare Band of Blades and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.

Band of BladesVampire: The Masquerade
GenreFantasy, HorrorHorror, Modern
Play StyleNarrative, Fiction-First, Playbook-Driven, Dark Fantasy, Grimdark, Horror, Mission-Based, Faction Play, Combat-Heavy, Deadly, Survival, Tactical, Resource Management, GM-FriendlySocial Intrigue, Drama, Roleplay-Heavy, Atmospheric, Faction Play, Investigation, Collaborative, Character-Driven, Urban Fantasy, Corruption, Lore-Heavy, Noir
Core MechanicForged in the Dark — roll a d6 dice pool equal to your action rating and read the highest die: 6 is a full success, 4–5 is a partial success with consequences, 1–3 is a bad outcome. Position (controlled, risky, desperate) sets the stakes, and players spend stress to resist consequences. Play alternates between a mission phase (specialists and rank-and-file Legionnaires execute one primary and one secondary mission) and a campaign phase, where each player runs a permanent Legion Role — Commander, Marshal, Quartermaster, Spymaster, or Lorekeeper — making strategic decisions about routes, supply, intel, and personnel as the army retreats toward Skydagger Keep.Roll a pool of d10s (attribute + skill), count successes (6+). Hunger dice replace regular dice in the pool — their 10s trigger Messy Criticals and their 1s trigger Bestial Failures, making the Beast an ever-present threat.
Diced6 dice poold10 dice pool
ComplexityHighMedium
AccessibilityMediumMedium
RunnabilityVery HighMedium
LicenseForged in the DarkProprietary
Cost$$$$
PublisherEvil Hat Productions / Off Guard GamesRenegade Game Studios
Year20192018
Best ForGroups who want a campaign-length military fantasy where the Legion as a whole is the protagonist — character death is expected, players cycle through different soldiers each mission, and strategic decisions about routes, supply, and intel are split across the table rather than held by the GM.Drama-heavy campaigns exploring themes of addiction, power, and losing your humanity.
HighlightsPlayers rotate through Specialist, Soldier, and Rookie playbooks across missions rather than playing fixed characters, so attrition lands without ending personal arcs — the Legion endures even when individual soldiers fall. Each player also holds a permanent Legion Role that drives the campaign phase, splitting army-management decisions across the table instead of leaving them with the GM. Time and Pressure clocks turn the campaign into a race against the Cinder King — advancing toward Skydagger Keep burns time, but lingering builds undead pressure that escalates the difficulty and lethality of future missions.Hunger system mechanically integrates the vampire's predatory nature into every dice roll. Detailed social and political frameworks with clan-based faction play. Humanity and Stains system tracks moral erosion with narrative consequences.
ConsiderationsThe campaign phase (mission generation, spy deployments, supply, advance roll, Lorekeeper annals) takes substantial time between missions and only works if every player engages with their Role. Building a deep personal arc for a single Legionnaire is structurally difficult because characters rotate between missions — emotional investment lives with the Legion rather than any one soldier. The campaign is built around a single fixed arc ending at Skydagger Keep, with a defined map, locations, and Chosen/Broken roster — there is no open-ended sandbox mode, and a full campaign runs 12–20 sessions.Hunger dice introduce high randomness at critical moments, dense lore spanning 30+ years can overwhelm new players, predator type and clan choice during character creation require setting knowledge to make informed decisions