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Don't Rest Your Head vs Vampire: The Masquerade

Compare Don't Rest Your Head and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.

Don't Rest Your HeadVampire: The Masquerade
GenreHorror, ModernHorror, Modern
TagsUrban Fantasy, Fear & Stress Mechanics, Superpowers, Corruption, Resource Management, Weird, Narrative, Character-Driven, Rules-Light, AtmosphericSocial Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Investigation, Lore-Heavy
Core MechanicPlayers roll their current discipline and exhaustion dice, any permanent madness dice, and up to six optional temporary madness dice against the GM's pain dice. They may voluntarily add one exhaustion die before rolling. Each d6 showing 1–3 is a success, and the protagonist wins ties in total successes. Separately, the pool with the highest die dominates regardless of success; tied pools compare their remaining dice from highest to lowest, with exact ties favoring discipline, then madness, exhaustion, and pain. Discipline dominance can reduce exhaustion or clear a response, exhaustion dominance raises exhaustion, madness dominance triggers a fight or flight response, and pain dominance adds a despair coin to the GM's coffer.Roll a pool of d10s (attribute + skill), count successes (6+). Hunger dice replace regular dice in the pool: their 10s trigger Messy Criticals and their 1s trigger Bestial Failures, making the Beast an ever-present threat.
Diced6 dice poold10 dice pool
ComplexityLowMedium
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherEvil Hat ProductionsRenegade Game Studios
Year20062018
LanguagesEnglish, French, Italian, Portuguese, SpanishEnglish, French, German, Italian, Spanish, Polish, Russian, Portuguese
Best ForGroups who want short, personal urban-horror campaigns driven by each protagonist's insomnia, secrets, and goals, with powers that risk exhaustion and psychological breakdown.Drama-heavy campaigns exploring themes of addiction, power, and losing your humanity.
HighlightsDominance is decided separately from success, so a protagonist can win a conflict while exhaustion, madness, or pain still exacts a cost. Despair spent to alter dominance becomes shared hope after the conflict, funding recovery or extra successes. The five-question questionnaire structures personal scenes and gives players authority over their opening scene and the resolution of their path.Hunger system mechanically integrates the vampire's predatory nature into every dice roll. Clan membership and sect politics structure who a character allies with and opposes, giving the social game mechanical weight. Humanity and Stains system tracks moral erosion with narrative consequences.
ConsiderationsHelping offers limited benefit: assistants contribute only discipline successes, cannot use talents, and remain vulnerable to dominance effects. Injury and equipment have no separate statistics and are handled through conflict outcomes. There is no XP-point or skill-growth system; advancement uses scars for rerolls or consumable transformations, including temporary or permanent talent changes.Hunger dice inject swingy results at the worst moments, since a Bestial Failure can surface on a critical roll. Play leans heavily on social and political maneuvering, so groups expecting frequent combat will find that side of the system thin. Choosing a clan and predator type at creation assumes setting knowledge the player may not have yet.