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ShenaniGoblins vs Werewolf: The Apocalypse

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

ShenaniGoblinsWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsComedy, Rules-Light, One-Shot Friendly, Beginner-Friendly, Low-Prep, Tag-Based, Player-Only Rolls, Freeform Magic, Character-Driven, CC-Licensed RulesAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicTo Do The Thing, roll one d6 for each Trait the Goblin Master agrees would help. Add one die for a helpful item in the goblin's Pockets, two when the goblin often does this task as part of its Job, and one per helper, then remove one die per character trying to stop the goblin. Each 5 or 6 is a Hit, and the goblin succeeds when the Hits equal or exceed the Goblin Master's difficulty of 1 to 5. Dice hit on 4+ when the action directly serves the goblin's Dream or the player spends 2 Sparks, and only on 6 when the player takes 1 XP for a hindering Trait. Two or more dice showing the same number also trigger Chaos Magic, adding Something Bad on a match of 1–3 or Something Good on a match of 4–6 on top of the roll's result.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.
Diced6 dice poold10 dice pool
ComplexityVery LowHigh
AccessibilityVery HighMedium
RunnabilityHighVery High
LicenseCC BY-NC-SA 4.0All Rights Reserved
Third-Party PublishingNoncommercial only — Open licenseCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherJon PessinRenegade Game Studios
Year20252023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want a silly, low-prep fantasy one-shot about incompetent minions, where arguing a goblin's quirks into the dice pool is part of the fun.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.
HighlightsMatching dice add a Chaos Magic event on top of the roll's result, so even a successful roll can bring Something Bad. Damage marks off Traits that cannot be rolled until they recover, so an injured goblin loses dice instead of hit points. Fulfilling a goblin's Dream grants an immediate Level and a new Trait, and the player then sets an even more grandiose Dream.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.
ConsiderationsSpark-powered magic has no spell list or cost table, so the Goblin Master judges how many Sparks each change costs. Any pool of seven or more dice is certain to contain a matching pair, which guarantees a Chaos Magic event. The rules include no character death: a goblin with every Trait marked is Out until one recovers.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.