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Monsterhearts vs Werewolf: The Apocalypse

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

MonsterheartsWerewolf: The Apocalypse
GenreHorror, ModernHorror, Modern, Fantasy
TagsNarrative, Fiction-First, Character-Driven, Drama, Roleplay-Heavy, Playbook-Driven, Player-Only Rolls, Theater of the Mind, Collaborative, AtmosphericAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicWhen a move calls for dice, roll 2d6 plus Hot, Cold, Volatile, or Dark. A 10+ is good, a 7–9 is complicated, and a 6 or less lets the MC introduce unpleasant consequences. Strings represent emotional leverage that characters can spend during interactions, while the MC never rolls dice.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
RunnabilityVery HighVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNo verified route foundCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherBuried Without CeremonyRenegade Game Studios
Year20172023
Best ForGroups who want collaborative teen-monster horror driven by desire, social leverage, and messy relationships. It suits an MC ready to discuss boundaries and facilitate safety practices.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.
HighlightsStrings turn emotional leverage into a spendable resource, so relationships mechanically shape influence and risk. Every Skin carries distinct moves and an economy that gives each monster archetype a different mechanical focus. A fifth advance unlocks Season Advances for everybody, then the current session plus one more session take the campaign toward its close.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.
ConsiderationsThe game addresses sex, abuse, and trauma, and it calls for upfront conversations about boundaries. Physical violence uses the Lash Out Physically move, resolving harm through immediate consequences rather than a separate combat procedure. Strings and Conditions shape social interactions, while Skin-specific resources add extra tracking.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.