TTRPG Wiki

Compare tabletop RPG systems to find your next game

Stonetop vs Werewolf: The Apocalypse

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

StonetopWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsCC-Licensed Rules, Playbook-Driven, Resource Management, Fiction-First, Strong GM Support, Base-Building, Journey, Character-Driven, Worldbuilding, ExplorationAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicDescribe what your character does; when it meets a move's trigger, roll 2d6 and add a stat from -1 to +3. A 10+ is a strong hit and a 7-9 is a weak hit: partial success or success with a cost. On a 6-, PCs normally mark XP and the GM makes a hard move unless the move says otherwise. Advantage or disadvantage normally adds a third d6 and drops the lowest or highest; damage rolls instead roll damage twice and keep the best or worst result. The GM does not generally roll during play.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.
Dice2d6d10 dice pool
ComplexityHighHigh
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseCC BY-SA 4.0All Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherLampblack & BrimstoneRenegade Game Studios
Year20262023
Best ForGroups who want a long-running hearth-fantasy campaign centered on a village as much as its heroes. Play alternates dangerous expeditions into a darkening iron-age world with homefront scenes of courtship, harvest, and community projects.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.
HighlightsThe steading playbook tracks the village's Fortunes and Surplus, so projects and disasters change what Stonetop can withstand. Seasons Change generates or consumes Surplus and grants seasonal gains, so the village's resources change with each passing season. Expeditions make preparation matter by weighing load and supplies against GM-presented travel challenges.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.
ConsiderationsThe game is built around defending one village, so rootless or wandering parties leave its homefront engine behind. Combat relies on spotlighting, abstract range tags, and fictional positioning, which may not suit groups that want a detailed tactical combat procedure. Supplies, load, provisions, and village Surplus are tracked in several places, adding steady bookkeeping to expeditions and downtime.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.