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Dragonbane vs Werewolf: The Apocalypse

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

DragonbaneWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsBeginner-Friendly, Tactical, Classic Fantasy, Solo-Friendly, Fast-Paced, Mana PointsAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 equal to or under your skill value to succeed. Boons roll 2d20 and keep the lowest; banes keep the highest. Six attributes (STR, CON, AGL, INT, WIL, CHA). Willpower Points fuel heroic abilities, class features, and spells across four magic schools. Combat uses initiative cards drawn each round for unpredictable turn order. Based on Drakar och Demoner (1982).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.
Diced20, d4–d12d10 dice pool
ComplexityLowHigh
AccessibilityHighMedium
RunnabilityHighVery High
LicenseFree League Third-Party LicenseAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherFree League PublishingRenegade Game Studios
Year20232023
LanguagesSwedish, English, German, Polish, French, SpanishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want approachable, fast-paced fantasy with a mix of adventure and humor: great for new players and veterans of classic European RPGs alike.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.
HighlightsApproachable roll-under system, initiative cards keep combat dynamic, Willpower Points unify magic and abilities cleanly, solo play rules included, boxed set includes maps and cardsBrutal 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.
Considerationsd20 roll-under can feel swingy at low skill values, fewer character options than comparable fantasy RPGs, initiative card system adds components to trackA 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.