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Dungeon World vs Werewolf: The Apocalypse

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

Dungeon WorldWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsFiction-First, Playbook-Driven, Classic Fantasy, Rules-Light, Heroic, CC-Licensed Rules, Strong GM SupportAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll 2d6 + ability modifier. On a 10+, you succeed. On a 7–9, you succeed but with a complication, cost, or hard choice. On a 6 or less, the GM makes a move (something bad happens) and you mark XP. Moves are triggered by fictional actions: describe what your character does, and the rules tell you when to roll.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.
Dice2d6d10 dice pool
ComplexityVery LowHigh
AccessibilityVery HighMedium
RunnabilityVery HighVery High
LicenseCreative Commons CC BY 3.0All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherSage Kobold ProductionsRenegade Game Studios
Year20122023
LanguagesEnglish, French, German, Spanish, Italian, PortugueseEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want D&D-style fantasy adventure (dungeons, monsters, treasure, classes) but with fiction-first PbtA mechanics that keep the pace fast and the spotlight on the narrative.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.
HighlightsFull text available free under Creative Commons, playbooks let new players start playing within minutes, GM chapter provides structured principles and moves for running the game, bonds and end-of-session questions award XP for relationships and discoveries rather than only combatBrutal 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.
ConsiderationsCombat lacks tactical positioning or grid-based options, long campaigns can expose repetitive move structures, damage dice are class-based rather than weapon-based which limits gear choices, no longer actively developed by its creatorsA 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.