Mythic Bastionland vs Werewolf: The Apocalypse
Compare Mythic Bastionland and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Mythic Bastionland | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Fantasy | Horror, Modern, Fantasy |
| Tags | Rules-Light, Hexcrawl, Exploration, Attacks Always Hit, Domain Management, Sandbox, Atmospheric | Atmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Attacks always hit: roll weapon damage directly with simultaneous combat. Guard absorbs damage before Virtues (Vigour, Clarity, Spirit). Gambits trigger on 4+ damage rolls for special maneuvers. Omen tables guide myth discovery across hexcrawl exploration. | 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 | d6–d10 | d10 dice pool |
| Complexity | Low | High |
| Accessibility | Very High | Medium |
| Runnability | High | 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 | Bastionland Press | Renegade Game Studios |
| Year | 2025 | 2023 |
| Languages | English | English, French, German, Italian, Spanish, Polish, Portuguese |
| Best For | Arthurian-style campaigns of knights seeking glory, ruling domains, and hunting strange mythological creatures across a wild realm. Great for groups who want structured hexcrawl play with emergent storytelling. | 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 | Simultaneous combat system, detailed hexcrawl and myth-hunting framework, award-winning layout and art (2025 Ennie Gold), domain management adds campaign depth | 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 | Combat has more procedural steps than it first appears, omen system can feel prescriptive, Arthurian tone limits flexibility, setting context buried deep in the book | 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. |