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Maze Rats vs Werewolf: The Apocalypse

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

Maze RatsWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsRules-Light, Dungeon Crawl, Sandbox, Random Tables, Improvisation, Freeform Magic, CC-Licensed RulesAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicDanger Roll: roll 2d6 + ability bonus (STR, DEX, or WIL), 10+ avoids danger. Advantage rolls 3d6 keep best two. Attack rolls use 2d6 + Attack Bonus vs. target's Armor. Spells are randomly generated from combination tables (effect + element + form) and erased after casting.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
ComplexityVery LowHigh
AccessibilityMediumMedium
RunnabilityLowVery 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$$$
PublisherSwordfish Islands LLCRenegade Game Studios
Year20242023
Best ForGMs who want a dead-simple system with extensive random tables that generate adventures, spells, NPCs, and monsters on the fly.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.
HighlightsFits in 12 pages, extensive random tables for on-the-fly worldbuilding, spell generation system is highly creative, CC BY 4.0 license, near-zero prepRage 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.
ConsiderationsVery minimal: experienced players may want more mechanical depth, no bestiary or setting included, advancement is slow and simple, assumes GM comfort with improvisationAfter 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.