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Hogwarts: An RPG vs Werewolf: The Apocalypse

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

Hogwarts: An RPGWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsMagic School, Licensed IP, Family-Friendly, Mystery, Rules-Light, Roll to Cast, One-Shot Friendly, CC-Licensed RulesAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll 2d6 + trait (Bravery, Cunning, Intellect, Loyalty, or Magic). On 10+, full success. On 7–9, success with a cost or complication. On 6 or less, fail but mark Experience. Moves are triggered by the fiction: Basic Moves cover danger, stealth, persuasion, and knowledge; Magic Moves handle spellcasting, potions, dueling, and magical creatures; Quidditch Moves resolve matches.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
RunnabilityLowVery High
LicenseCC BY-NC-SA 4.0 (original non-Harry Potter content and rules only; Harry Potter IP/trademarks excluded)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherDavid Brunell-BrutmanRenegade Game Studios
Year20202023
LanguagesEnglish, Czech, French, German, Italian, Polish, Portuguese, Spanish, UkrainianEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForHarry Potter fans who want a rules-light, narrative RPG for playing out original stories at Hogwarts: especially groups with younger or first-time playersGroups 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.
HighlightsComplete 16-page game with character sheets, spell lists organized by school year, Quidditch match rules, and setting reference: all free. Mysteries mechanic drives story forward with player-generated questions. Friends & Rivals system creates immediate inter-character drama. Conditions track both emotional and physical harm with distinct recovery paths.Brutal 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.
ConsiderationsUnlicensed fan game with no official support from the IP holders. No structured character classes or playbooks: characters differ mainly by trait scores and House. Advancement is slow, tied to accumulating four Experience. No rules for combat beyond the Duel magic move: physical conflicts use the same basic moves as everything else.A 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.