Land of Eem vs Werewolf: The Apocalypse
Compare Land of Eem and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Land of Eem | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Fantasy | Horror, Modern, Fantasy |
| Tags | Narrative, Exploration, Rules-Light, Beginner-Friendly, Hexcrawl, Theater of the Mind, Fiction-First | Atmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll 1d12 + skill modifier. Results on a 5-tier scale: Complete Failure (1–2), Failure with a Plus (3–5), Success with a Twist (6–8), Success (9–11), Complete Success (12+). Advantage/disadvantage rolls 2d12 take best/worst. | 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. |
| Dice | d12 | d10 dice pool |
| Complexity | Low | High |
| Accessibility | Very High | Medium |
| Runnability | Medium | Very High |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $$ |
| Publisher | Exalted Funeral Press | Renegade Game Studios |
| Year | 2023 | 2023 |
| Languages | English | English, French, German, Italian, Spanish, Polish, Portuguese |
| Best For | Groups who want lighthearted, story-driven fantasy adventure with whimsical tone, hex crawl exploration, and meaningful roleplay: where talking to monsters is often better than fighting them. | 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. |
| Highlights | Whimsical tone encourages creativity, graduated success/failure keeps things interesting, detailed hex crawl and exploration rules, combat designed to be avoidable through parley, character story mechanics with relationships and personal quests | 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. |
| Considerations | Whimsical tone won't suit every group, combat is intentionally simple and abstract, tightly tied to its own setting | 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. |