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Dungeon Crawl Classics vs Werewolf: The Apocalypse

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

Dungeon Crawl ClassicsWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsDeadly, Exploration, Gonzo, Dungeon Crawl, One-Shot Friendly, Theater of the Mind, Fast-Paced, Ascending AC, Roll to Cast, Random TablesAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 + modifiers. Unique dice chain shifts die size up/down. Mercurial magic tables.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.
Diced3–d30d10 dice pool
ComplexityMediumHigh
AccessibilityHighMedium
RunnabilityVery HighVery High
License3rd Party LicenseAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherGoodman GamesRenegade Game Studios
Year20122023
Best ForOld-school dungeon crawls with unpredictable magic, character funnels, and a sense of wonder.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.
HighlightsCharacter funnels are distinctive, unpredictable magic system, Appendix N aestheticRage 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.
ConsiderationsRequires unusual dice (d3, d5, d7, d14, d16, d24, d30), spell result tables slow play at higher levels, funnel adventures require many disposable charactersAfter 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.