Comrades vs Old Gods of Appalachia Roleplaying Game
Compare Comrades and Old Gods of Appalachia Roleplaying Game side by side. See differences in complexity, dice, genre, and more.
| Comrades | Old Gods of Appalachia Roleplaying Game | |
|---|---|---|
| Genre | Historical | Horror, Historical |
| Tags | Playbook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, Drama | Fear & Stress Mechanics, Player-Only Rolls, Theater of the Mind, Character Building, Character-Driven, Narrative, Resource Management, Low-Prep, Weird, Licensed IP |
| 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. | The GM sets a task difficulty from 0 to 10, with a target number equal to three times the difficulty. Players roll a d20 for tasks, attacks and defenses and succeed by meeting that target. Skills, assets and Effort ease the difficulty; a task reduced to 0 succeeds automatically. Effort costs points from Might, Speed or Intellect Pools, with Edge reducing the cost. |
| Dice | 2d6 | d20 |
| Complexity | Low | Medium |
| Availability | Paid | Paid |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | Proprietary (PbtA) | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Akers Games | Monte Cook Games |
| Year | 2019 | 2023 |
| Languages | English | English |
| 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 seeking community-centered folk horror in an alternate Appalachia of the 1920s and 1930s. It suits tables comfortable with personal goals driving advancement, spending health resources on tasks and discussing horror boundaries together. |
| 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 | Personal character arcs award XP for completed steps and climaxes, making chosen goals part of advancement. Single-use cyphers frequently replace spent charms and strange objects, encouraging players to use unusual tools. What Wakes Mode widens the natural-roll range for GM intrusions until a ten-hour recovery normally resets it, turning supernatural attention into escalating pressure. |
| 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 | Stat Pools pay for Effort and abilities as well as absorb harm, so spending them can reduce a character’s resilience. The GM chooses task difficulties and introduces complications, making consistent adjudication a substantial responsibility. The core centers on alternate Appalachia in the 1920s and 1930s, so a different setting requires adapting its lore and character connections. |