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Dogs in the Vineyard vs Werewolf: The Apocalypse

Compare Dogs in the Vineyard and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Dogs in the VineyardWerewolf: The Apocalypse
GenreHistorical, FantasyHorror, Modern, Fantasy
TagsNarrative, Fiction-First, Character-Driven, Tag-Based, Corruption, Drama, Improvisation, Roleplay-Heavy, Social Combat, Strong GM SupportAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
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.Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Diced4–d10 dice poold10 dice pool
ComplexityMediumHigh
AccessibilityVery LowMedium
RunnabilityHighVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNo verified route foundCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostUnavailable$$
Publisherlumpley gamesRenegade Game Studios
Year20042023
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 long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences.
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.Rage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community.
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.After a turn without a kill, Crinos requires Willpower each turn or frenzy follows, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries.