TTRPG Wiki

Compare tabletop RPG systems to find your next game

Daggerheart vs Dogs in the Vineyard

Compare Daggerheart and Dogs in the Vineyard side by side. See differences in complexity, dice, genre, and more.

DaggerheartDogs in the Vineyard
GenreFantasyHistorical, Fantasy
TagsNarrative, Collaborative, Fiction-First, Character Building, Character-Driven, Drama, Combat-Heavy, Resource Management, Fear & Stress Mechanics, Strong GM SupportNarrative, Fiction-First, Character-Driven, Tag-Based, Drama, Collaborative, Improvisation, Roleplay-Heavy, Social Combat, Strong GM Support
Core MechanicPlayers roll two d12s, add a trait and modifiers, and meet or beat a Difficulty to succeed. The higher die grants the player Hope or gives the GM Fear, even when the action succeeds. Matching dice produce a critical success. Adversary attacks use d20 plus a modifier against Evasion.Roll a d4–d10 pool from relevant Stats and Relationships. Players Raise with two dice and See by spending dice that match or exceed the Raise. Traits, belongings, and escalation add dice as they enter the conflict. Seeing with three or more dice earns Fallout. Giving concedes the stakes.
Dice2d12, d20d4–d10 dice pool
ComplexityMediumMedium
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseDarrington Press Community Gaming License (DPCGL 2.0)Proprietary
Third-Party PublishingCommercial publishing allowed — Community gaming licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherDarrington Presslumpley games
Year20252004
LanguagesEnglish, French, German, Italian, PortugueseEnglish, Italian, German, Polish, Spanish
Best ForGroups who want fantasy campaigns built around character relationships and changing ability loadouts. Battles suit tables that share the spotlight without a fixed initiative order.Groups who want episodic frontier drama built around difficult moral judgments and arguments that can escalate into violence.
HighlightsHope can activate character abilities or add a backstory-based Experience to a roll. Players share the spotlight freely until a failure, a Fear result, or GM intervention shifts it. Each class combines two domains into a loadout of up to five active ability cards.Escalation supplies fresh dice at the risk of harsher consequences, making continued opposition a choice about what the stakes are worth. Fallout changes Traits and Relationships to carry conflict consequences into later play. The town-creation ladder builds crises from interconnected grievances without prescribing how the Dogs should resolve them.
ConsiderationsThe spotlight has no fixed turns or action allotment, requiring the group to share opportunities to act. Recalling inactive domain cards outside a rest can cost Stress. Resting restores resources but also gives the GM Fear to spend on further threats.The Faith's patriarchal theology supplies concrete grievances in the town-creation rules and needs deliberate rewriting for another religious framework. Conflicts abstract range and movement into narrated actions rather than measured positioning. The GM must challenge the Dogs' judgments without preparing a preferred solution.