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DIE vs Dogs in the Vineyard

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

DIEDogs in the Vineyard
GenreFantasy, HorrorHistorical, Fantasy
TagsDark Fantasy, Playbook-Driven, Character-Driven, Narrative, Drama, Roleplay-Heavy, Fiction-First, Atmospheric, Worldbuilding, CollaborativeNarrative, Fiction-First, Character-Driven, Tag-Based, Drama, Collaborative, Improvisation, Roleplay-Heavy, Social Combat, Strong GM Support
Core MechanicBuild a dice pool of d6s equal to the stat most relevant to the task (0–4), adding dice for advantages and removing dice for disadvantages. Each 4+ is a success; the GM's difficulty subtracts from that total. Each 6+ can also activate a Special ability tied to the roll. Each of the six Paragon classes is identified with a different polyhedral die (d4, d6, d8, d10, d12, or d20) that can be added to the pool to power that class's signature abilities.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.
Diced6 dice pool + d4–d20d4–d10 dice pool
ComplexityMediumMedium
AvailabilityFree quickstartPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherRowan, Rook & Decardlumpley games
Year20222004
LanguagesEnglishEnglish, Italian, German, Polish, Spanish
Best ForGroups who want an emotionally heavy, character-focused portal fantasy: real-world friends enter a fantasy world that mirrors their buried issues and must decide whether they can ever agree to go home.Groups who want episodic frontier drama built around difficult moral judgments and arguments that can escalate into violence.
HighlightsSix Paragon classes each tied to a specific polyhedral die with its own subsystem: Dictator breaks hearts with words, Fool gains luck from acting carefree, Emotion Knight weaponizes a chosen feeling, Neo powers techno-magic with daily-refreshing Fair Gold, Godbinder bargains with gods for miracles, Master rewrites reality as a rule-bender. Real-world Flashback lets each player recall a memory once per session for advantage on any task. Session-zero procedures build the Personas and the fantasy world around their buried issues. Designed around 2–3 session games with extended campaign rules provided.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.
ConsiderationsPremise requires players willing to roleplay vulnerable real-world versions of themselves before any fantasy play begins. Bleed themes (the fiction leaking into real relationships) push emotional intensity that many groups will need explicit safety buy-in for. Each Paragon has a distinct subsystem the class's player must learn individually. The fantasy world is built collaboratively in session zero around the player Personas rather than drawn from a fixed setting, placing significant improvisational load on the GM.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.