R'lyehwatch vs Vampire: The Masquerade
Compare R'lyehwatch and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.
| R'lyehwatch | Vampire: The Masquerade | |
|---|---|---|
| Genre | Horror, Modern | Horror, Modern |
| Tags | Rules-Light, Comedy, One-Shot Friendly, Short Sessions, Player-Only Rolls, Weird | Social Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Character-Driven, Resource Management, Superpowers, Social Combat, Lore-Heavy |
| Core Mechanic | Players roll a pool of 1–3 d6s against a target difficulty (4 for easy, 5 for average, 6 for hard). Every challenge starts with 1 die: add a second if the challenge matches the character's stat (Agile, Brawny, or Crafty), and a third if their role applies (The Veteran, Rookie, Medic, Gizmo, Detective, or Weirdo). Success means at least one die meets or beats the difficulty. Players spend luck tokens to invoke a perk and lower the difficulty by 1, and recover luck by letting their quirk cause a problem (raising the difficulty by 1). Grit tokens absorb failure consequences; a character who runs out of grit is removed from the scene. The referee never rolls dice during a challenge: they choose the stat and difficulty, then narrate the outcome. Extended challenges (chases, fights, infiltration) deplete a shared pool of effort tokens, one per success. | Roll attribute plus skill in d10s, counting 6+ as successes against a difficulty. Paired 10s add extra successes. Hunger replaces ordinary dice in most pools: a winning critical containing a Hunger 10 becomes messy, while a failed test containing a Hunger 1 becomes a bestial failure. |
| Dice | d6 dice pool | d10 dice pool |
| Complexity | Very Low | High |
| Accessibility | Medium | High |
| Runnability | Low | Very High |
| License | Proprietary; third-party license and SRD permit derivative works | Community Content Agreement for the Storytellers Vault |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Community content program |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Hedgemaze Press / Third Chair Games | Renegade Game Studios |
| Year | 2023 | 2018 |
| Languages | English | English, French, German, Italian, Spanish, Polish, Russian, Portuguese, Japanese |
| Best For | Groups who want a quick, comedic cosmic-horror RPG that pairs Baywatch-style melodrama with the Cthulhu Mythos. Tuned for pickup play and 2-4 hour sessions, with three tonal modes (Casual, Standard, Horror) that retune lethality without changing the core rules. | Groups who want campaigns about vampire coteries balancing political ambition, predatory hunger, and relationships with the humans they still care about. |
| Highlights | Three difficulty targets and a 1–3 d6 dice pool make up the entire resolution system. Three tonal modes (Casual, Standard, Horror) adjust grit recovery rate, retuning the same rules from sitcom-style play to deadly survival horror without changing any mechanics. All heroes share a universal Slow Motion quirk: narrating a slow-motion moment recovers a luck token but raises the current challenge's difficulty. Adventure generator combines random Objective, Location, and Complication tables for pickup scenarios; also includes an Elder Gods & Cults table, a Monster Maker, and a mapped Sunset Hills setting. | Using supernatural powers can increase Hunger, making the next hunt harder to postpone. Convictions and human Touchstones make moral compromise carry consequences beyond winning the immediate conflict. Coteries share hunting territories and social assets, giving political ambitions a foothold in the city. |
| Considerations | Mechanically minimal: no advancement track beyond optional luck and grit cap increases, no gear lists, no tactical combat structure. Pacing assumes 2–4 hour sessions rather than multi-arc campaigns. Setting is anchored to Sunset Hills, California; running the game elsewhere requires reskinning the included cult, NPC, and location tables. Three difficulty values and a maximum 3-die pool give coarse resolution: granular skill differentiation is not the design. | Messy criticals and bestial failures can put predation or compulsions into scenes where players hoped to stay in control. Character creation requires choices across clans, powers, feeding habits, advantages, and human ties. Establishing the chronicle’s relationships and boundaries for mature themes takes group preparation even when using a published city. |