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Dogs in the Vineyard vs Monsterhearts

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

Dogs in the VineyardMonsterhearts
GenreHistorical, FantasyHorror, Modern
TagsNarrative, Fiction-First, Character-Driven, Tag-Based, Drama, Collaborative, Improvisation, Roleplay-Heavy, Social Combat, Strong GM SupportNarrative, Fiction-First, Character-Driven, Drama, Roleplay-Heavy, Playbook-Driven, Player-Only Rolls, Theater of the Mind, Collaborative, Atmospheric
Core MechanicRoll 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.When a move calls for dice, roll 2d6 plus Hot, Cold, Volatile, or Dark. A 10+ is good, a 7–9 is complicated, and a 6 or less lets the MC introduce unpleasant consequences. Strings represent emotional leverage that characters can spend during interactions, while the MC never rolls dice.
Diced4–d10 dice pool2d6
ComplexityMediumMedium
AvailabilityPaidPaid
Runnability4 of 5 book tools5 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNo verified route foundNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Publisherlumpley gamesBuried Without Ceremony
Year20042017
LanguagesEnglish, Italian, German, Polish, SpanishEnglish, French, German, Italian, Polish, Spanish
Best ForGroups who want episodic frontier drama built around difficult moral judgments and arguments that can escalate into violence.Groups who want collaborative teen-monster horror driven by desire, social leverage, and messy relationships. It suits an MC ready to discuss boundaries and facilitate safety practices.
HighlightsEscalation 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.Strings turn emotional leverage into a spendable resource, so relationships mechanically shape influence and risk. Every Skin carries distinct moves and an economy that gives each monster archetype a different mechanical focus. A fifth advance unlocks Season Advances for everybody, then the current session plus one more session take the campaign toward its close.
ConsiderationsThe 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.The game addresses sex, abuse, and trauma, and it calls for upfront conversations about boundaries. Physical violence uses the Lash Out Physically move, resolving harm through immediate consequences rather than a separate combat procedure. Strings and Conditions shape social interactions, while Skin-specific resources add extra tracking.