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Fellowship vs Werewolf: The Apocalypse

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

FellowshipWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsFiction-First, Playbook-Driven, High-Fantasy, Heroic, Collaborative, Worldbuilding, CC-Licensed Rules, Strong GM SupportAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll 2d6 + stat (Blood, Courage, Sense, Grace, or Wisdom). 10+ full success, 7–9 success with a cost, 6− the Overlord makes a Cut against you. Playbook moves trigger from fictional actions. Hope (roll 3d6 keep best two) and Despair (roll 3d6 keep worst two) modify all rolls and cancel each other out when both are present.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.
Dice2d6d10 dice pool
ComplexityMediumHigh
AccessibilityMediumMedium
RunnabilityMediumVery High
LicenseCreative Commons CC BY-SA 4.0All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherLiberi Gothica GamesRenegade Game Studios
Year20192023
Best ForGroups who want LOTR-style co-operative epic fantasy where one player commits to playing the evil Overlord throughout the campaign and each hero treats themselves as the spokesperson for an entire fantasy people.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.
HighlightsDedicated Overlord playbook lets one player run the villain throughout the campaign with structured threat, plan, and Cut mechanics. Each hero playbook grants full authority over their fantasy people's lore, history, and culture: players are the canonical voice for their species. Over a dozen Destiny playbooks unlock at level 5 to transform heroes into greater figures (Chosen One, Cyborg, Witch, Lord of Beasts, and others). CC BY-SA 4.0 license permits free modification and redistribution.Rage 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 one player to commit to running the villain full-time with no hero of their own. Hero playbooks are tightly themed around six fantasy archetypes (Dwarf, Elf, Halfling, Heir, Orc, Squire): groups wanting non-Tolkien-style species must reskin or hack the playbooks. Tracking Bonds, Companions, Hope, Despair, and tagged gear adds bookkeeping above the typical PbtA load. Whether a fictional Advantage exists for Finish Them often requires table interpretation.After 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.