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Dolmenwood vs Werewolf: The Apocalypse

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

DolmenwoodWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsHexcrawl, Dark Fantasy, Faction Play, Lore-Heavy, Vancian Casting, Classic Fantasy, DeadlyAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 + modifiers vs. ascending AC for attacks and vs. save targets for saving throws (five categories: Doom, Ray, Hold, Blast, Spell). Skill checks and ability checks use d6 + modifiers vs. a target number. Characters choose a kindred (breggle, elf, grimalkin, human, mossling, or woodgrue) and one of nine classes. Three distinct magic systems: arcane (memorized spells), holy (daily prayers), and fairy (glamours and runes).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. Each pair of 10s counts as four successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Diced20d10 dice pool
ComplexityLowHigh
AccessibilityLowMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$$
PublisherNecrotic GnomeRenegade Game Studios
Year20242023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want a deeply detailed fairytale-dark fantasy setting with OSR mechanics, hexcrawl exploration, and rich faction play in an enchanted wood full of fairies, monsters, and intrigue.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.
HighlightsRichly detailed fairytale-dark setting with competing factions and deep lore, hexcrawl travel system with Travel Points and terrain-based encounters, six unique kindreds including cat-folk grimalkins and fungal mosslings, three distinct magic systems each with their own spell listsBrutal outcomes can force destructive failures or add four successes to actions the Storyteller judges can benefit from Rage. 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.
ConsiderationsFull experience requires three core books (Player's Book, Campaign Book, Monster Book), setting-specific: not a generic OSR toolkit, GM needs the Campaign Book and Monster Book which are sold separately from the Player's BookA Crinos-form Garou who did not kill in the previous turn must spend Willpower at the start of the next turn or enter frenzy, 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.