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Dogs in the Vineyard vs Honor + Intrigue

Compare Dogs in the Vineyard and Honor + Intrigue side by side. See differences in complexity, dice, genre, cost, and more.

Dogs in the VineyardHonor + Intrigue
GenreHistorical, FantasyHistorical
TagsNarrative, Fiction-First, Character-Driven, Tag-Based, Corruption, Drama, Improvisation, Roleplay-Heavy, Social Combat, Strong GM SupportCareer-Based, Cinematic, Social Combat, Social Intrigue, Heroic, Fast-Paced, Martial Arts, Ship-Based, Pirates, Theater of the Mind
Core MechanicEach 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.Roll 2d6 + Quality (Might, Daring, Savvy, or Flair) + Career rank vs. 9 to succeed. In combat, Combat Abilities (Brawl, Melee, Ranged, Defense) replace Careers. Bonus Dice roll 3d6 and keep the best two; Penalty Dice keep the worst two. Fortune Points let heroes escape death, add bonus dice, invoke dramatic license, or press the Advantage in duels. Advantage tracks momentum in melee: characters start at 3 and lose Advantage when hit, becoming Defeated at 0. Nine Dueling Styles (Spanish, Italian, French, and more) each grant unique maneuvers and a Final Secret at mastery. Social Combat uses the same framework, targeting Composure instead of Lifeblood.
Diced4–d10 dice pool2d6
ComplexityMediumMedium
AccessibilityVery LowMedium
RunnabilityHighVery High
LicenseProprietaryProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostUnavailable$$
Publisherlumpley gamesBasic Action Games
Year20042012
Best ForGroups who want episodic frontier drama built around difficult moral judgments, with a GM who presents each town's crisis without planning its solution.Groups who want cinematic swashbuckling in the style of The Three Musketeers and Captain Blood: dashing swordplay, court intrigue, and sea battles with a fast, career-based system.
HighlightsRaise 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.Nine Dueling Styles with distinct maneuvers and masterable Final Secrets provide deep fencing differentiation. Social Combat and Repartee use the same mechanical framework as physical combat, targeting Composure. Over 30 period-specific Careers from Musketeer to Temptress replace skill lists. Includes ship-to-ship combat, battlefield rules, and a 17th-century gazetteer covering Europe, the Americas, and beyond.
ConsiderationsThe 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.No free quickstart or SRD available. Advantage tracking adds a subsystem on top of basic BoL resolution. The gazetteer and setting material assume 17th-century Europe as the default, limiting out-of-the-box use for other periods.