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Masks: A New Generation vs Werewolf: The Apocalypse

Compare Masks: A New Generation and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Masks: A New GenerationWerewolf: The Apocalypse
GenreModern, SuperheroHorror, Modern, Fantasy
TagsNarrative, Rules-Light, Character-Driven, Drama, Beginner-Friendly, CC-Licensed Rules, SuperpowersAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicPbtA moves: roll 2d6 + Label. 10+ = strong hit, 7–9 = hit with complications, 6− = miss (GM makes a move). Five shifting Labels (Danger, Freak, Savior, Superior, Mundane) represent how the hero sees themselves, and others can shift them. Influence and team mechanics drive interpersonal drama.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
ComplexityLowHigh
AccessibilityMediumMedium
RunnabilityHighVery High
LicenseCC BY 4.0All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherMagpie GamesRenegade Game Studios
Year20162023
LanguagesEnglish, French, GermanEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForTeen superhero drama where identity, relationships, and emotional stakes matter more than punching villains.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.
HighlightsLabels system makes identity the core conflict, 10 distinct playbooks, low prep for GM, encourages drama and character growthBrutal 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.
ConsiderationsLabels shifting can frustrate players who want a stable character identity, Influence mechanic requires careful tracking, adult moves can overshadow teen PCs, limited mechanical growth beyond Label shiftsA 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.