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Old Gods of Appalachia Roleplaying Game vs Werewolf: The Apocalypse

Compare Old Gods of Appalachia Roleplaying Game and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Old Gods of Appalachia Roleplaying GameWerewolf: The Apocalypse
GenreHorror, HistoricalHorror, Modern, Fantasy
TagsFear & Stress Mechanics, Player-Only Rolls, Theater of the Mind, Character Building, Character-Driven, Narrative, Low-Prep, Licensed IPAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicThe GM rates a task from difficulty 0 to 10 and multiplies it by 3 for the target number; difficulty 0 succeeds automatically. When a roll is required, players roll a d20 for tasks, attacks, and defenses and succeed by meeting or beating the target. Skills, assets, and Effort spent from Might, Speed, or Intellect Pools ease the difficulty; Edge reduces those Pool costs.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.
Diced20d10 dice pool
ComplexityMediumHigh
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherMonte Cook GamesRenegade Game Studios
Year20232023
Best ForGroups seeking community-rooted horror in early 20th-century Appalachia, with player-controlled risk spending and theater-of-the-mind action. It suits GMs who prefer flexible adjudication and explicit horror-safety conversations.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.
HighlightsCharacter arcs award XP for steps in GM-approved arcs and for climaxes even when their final goals fail, keeping personal stories mechanically active. Single-use cyphers turn folk charms and strange objects into frequently changing powers, encouraging players to spend unusual tools instead of hoarding them. What Wakes Mode widens the natural-roll range for GM intrusions until a ten-hour recovery roll resets it, turning supernatural attention into escalating mechanical pressure.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.
ConsiderationsStat Pools serve as both health and spending resources, so Effort and abilities can leave characters less able to absorb harm. The GM sets task difficulties and decides when to introduce complications, placing much of the game's consistency in GM adjudication. The game is built around alternate Appalachia in the 1920s and 1930s rather than a portable generic-horror setting.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.