Comrades vs Dogs in the Vineyard
Compare Comrades and Dogs in the Vineyard side by side. See differences in complexity, dice, genre, cost, and more.
| Comrades | Dogs in the Vineyard | |
|---|---|---|
| Genre | Historical | Historical, Fantasy |
| Tags | Playbook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, Drama | Narrative, Fiction-First, Character-Driven, Tag-Based, Corruption, Drama, Improvisation, Roleplay-Heavy, Social Combat, Strong GM Support |
| Core Mechanic | Roll 2d6 + stat (Body, Mind, Spirit, Guile, or Bond, ranging from -3 to +3). On a 10+ it is a strong hit, on a 7–9 a weak hit with complications, on a 6- a miss and the GM makes a move. Basic moves cover combat (Get Rough), persuasion (Sway), infiltration (Sneak), mob incitement (Start Something), and interpersonal moments (Share a Quiet Moment). At the end of each session, the party rolls Pathway Moves to advance along five tracks toward revolution: Force, Organization, Zealotry, Mayhem, and Fellowship. Reaching level 5 on any pathway triggers the final attempt to seize power. | Each side rolls a mixed pool of d4–d10 dice from applicable Stats and Relationships at the start of a conflict. A turn uses two dice to Raise with an action, and affected opponents See by spending enough dice to meet it. Traits, belongings, and escalation add dice as they enter play. Seeing with three or more dice causes Fallout, while Giving concedes the stakes. |
| Dice | 2d6 | d4–d10 dice pool |
| Complexity | Low | Medium |
| Accessibility | Medium | Very Low |
| Runnability | High | High |
| License | Proprietary (PbtA) | Proprietary |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | Unavailable |
| Publisher | Akers Games | lumpley games |
| Year | 2019 | 2004 |
| Languages | English | English, Italian, German |
| Best For | Groups who want to tell stories of revolutionary struggle against an oppressive regime, exploring the costs of political violence and the bonds between comrades willing to die for their ideals. | Groups who want episodic frontier drama built around difficult moral judgments, with a GM who presents each town's crisis without planning its solution. |
| Highlights | Pathways to Revolution system gives campaigns built-in momentum and a definitive endgame, 10 playbooks embody distinct revolutionary archetypes from Artist to Soldier, first session includes collaborative worldbuilding where players choose the setting and define the oppressive regime, Bond stat mechanically reinforces relationships between comrades | Raise and See uses one exchange for words and violence, allowing an argument to escalate into gunplay without changing resolution systems. Fallout converts the blows a character accepts into lasting Traits and Relationships, tying conflict consequences to later play. The town-creation ladder turns pride into escalating injustice and corruption, giving the GM a crisis whose outcome remains open to the players' judgment. |
| Considerations | Strongly political subject matter requires buy-in from the entire table, no included bestiary or detailed tactical combat rules, Khresht 1915 is the only fully developed setting: other included settings are brief outlines, GM receives principles but limited structured prep tools beyond fronts | The Faith's patriarchal theology and colonial frontier frame are built into the town-creation procedure, so adapting the setting requires replacing more than names and imagery. Conflicts abstract range, movement, and weapon differences into arena and die-size choices, leaving little support for positional tactics. The GM must present moral crises without a preferred solution, which rules out plotted outcomes and prewritten answer keys. |