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Dread vs We Are But Worms

Compare Dread and We Are But Worms side by side. See differences in complexity, dice, genre, and more.

DreadWe Are But Worms
GenreHorrorUniversal
TagsAtmospheric, CC-Licensed Rules, Character-Driven, Deadly, Diceless, Experimental, Fiction-First, Narrative, One-Shot Friendly, Rules-LightRules-Light, One-Shot Friendly, GM-Less, Freeform Magic, Experimental
Core MechanicThe host calls for a pull when a character attempts something they could conceivably do but might fail, particularly outside their experience or under aggravated conditions. The player removes one block from a shared tower and places it on top, and the action succeeds if the tower remains standing. Refusing the pull means the action fails, though that failure cannot remove the character from the game. If the tower collapses, that player's character is removed from the game.The entire game is one word. No dice, no stats, no GM. Playable as a tabletop RPG or LARP. Explores physical embodiment and perspective through the act of play itself.
DiceDicelessDiceless
ComplexityVery LowVery Low
AvailabilityFree quickstartPaid
Runnability3 of 5 book toolsBook tools not listed
LicenseCreative Commons Attribution-NonCommercial-ShareAlike 2.5Proprietary
Third-Party PublishingNoncommercial only — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherThe Impossible DreamRiverhouse Games
Year20052019
LanguagesEnglish, German, Italian, HungarianEnglish
Best ForGroups who want a single-session horror story where improvised character drama and irreversible risk matter more than tactical combat.Anyone curious about the absolute boundary of what an RPG can be: a single-word game about embodiment, physicality, and being a worm.
HighlightsSuccessful pulls leave the shared tower increasingly precarious, so earlier success raises the risk for every later action. Questionnaire answers define each character's capabilities and vulnerabilities, giving the host concrete material for rulings and scenarios. Deliberately toppling the tower lets a player trade their character for one final dramatically appropriate success.Entire game is a single word, playable as tabletop or LARP, zero barrier to entry
ConsiderationsThe game requires a physical block tower, a stable surface, and manual dexterity. A collapse removes a character from play, so a player can lose their character before the story ends. Running the game asks the host to prepare questionnaires and make frequent pull judgments, even when running a published scenario.No mechanical structure: no dice, no stats, no resolution system, one word of rules text with no GM guidance or scenario framework, single session only, no character creation or advancement