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OSRIC vs Werewolf: The Apocalypse

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

OSRICWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsDungeon Crawl, Tactical, High-Fantasy, Character Building, Theater of the Mind, Heroic, Descending AC, Vancian CastingAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 + modifiers vs. target numbers (THAC0/AC for combat, saving throws for hazards). Ability scores rolled on 3d6, class and level determine hit dice, spells, and abilities. GM acts as referee for rulings.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.
Diced20d10 dice pool
ComplexityMediumHigh
AccessibilityVery HighMedium
RunnabilityMediumVery High
LicenseAELF + CC BY 4.0 (SRD 5.1)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherMythmere GamesRenegade Game Studios
Year20252023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForPlayers who want the classic AD&D 1e experience with cleaner organization, well-defined rules for combat and spells, and a huge library of compatible OSR content.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.
HighlightsFaithful AD&D 1e rules reorganized for clarity, large back-catalog of compatible adventures, middle-ground complexity between B/X and modern D&D, free PDF availableBrutal 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.
ConsiderationsDeliberately old-school: THAC0 and descending AC may confuse modern players, less balanced than modern systems, relies heavily on GM rulings, limited character customization compared to newer gamesA 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.