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Ryuutama vs Werewolf: The Apocalypse

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

RyuutamaWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsExploration, Beginner-Friendly, Character-Driven, Narrative, Family-Friendly, Atmospheric, Low-PrepAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll two ability dice (d4–d12) and add them together vs. a target number. Four daily travel rolls (Condition, Travel, Direction, Camping) drive gameplay. Classes are travelers (farmers, merchants, healers, artisans), not warriors. The GM plays a Ryuujin (dragon person) who secretly guides the journey. Seasonal magic and terrain types shape encounters.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.
Diced4–d12d10 dice pool
ComplexityLowHigh
AccessibilityMediumMedium
RunnabilityHighVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherKotodama Heavy IndustriesRenegade Game Studios
Year20152023
Best ForGroups who want cozy, travel-focused adventures where the journey itself is the story: minstrels, merchants, and healers exploring a gentle fantasy world.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.
HighlightsFour daily travel rolls (Condition, Travel, Direction, Camping) make the journey the core gameplay loop, condition system tracks daily well-being mechanically, seven traveler classes (farmer, merchant, healer, etc.) instead of combat archetypes, seasonal magic system tied to terrain typesRage 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.
ConsiderationsLimited random tables for generating travel encounters, Ryuujin GM character has benediction powers that direct the narrative, combat system is simplified compared to travel mechanics, setting assumes a gentle-fantasy tone with no built-in support for darker themesAfter 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.