TALES From the Loom vs Werewolf: The Apocalypse
Compare TALES From the Loom and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| TALES From the Loom | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Fantasy | Horror, Modern, Fantasy |
| Tags | Character Building, Collaborative, Crunchy, Deadly, Exploration, Freeform Magic, Journaling, Narrative, Tactical, Worldbuilding | Atmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Players roll a pool of d6s and count dice that meet or exceed a success threshold, usually 4+. They compare the successes with a GM-set difficulty rating. Three or more matching results create a WARP on a hit or a WEFT on a miss. The player then describes an extra benefit or a costly success, subject to GM approval. | 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. |
| Dice | d6 dice pool | d10 dice pool |
| Complexity | High | High |
| Accessibility | Very High | Medium |
| Runnability | Medium | Very High |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | No verified route found | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $$ |
| Publisher | Jarren Magnell | Renegade Game Studios |
| Year | 2025 | 2023 |
| Languages | English | English, French, German, Italian, Spanish, Polish, Portuguese |
| Best For | Groups that want deep character customization, collaborative worldbuilding, and a GM comfortable adjudicating player-created magic. | 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. |
| Highlights | The Weaving system prices player-created spells by tier and effect, giving each caster a distinct magical toolkit. WARPS and WEFTS turn matching dice into player-described benefits or complications, distributing narrative authority when matching results trigger. Reflections reward between-session character journaling with a bonus die on a later non-combat skill roll. | 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. |
| Considerations | Freeform spell creation requires players and the GM to negotiate effects, costs, and scope. Combat uses abstract range and speed bands, so it does not provide grid-based positioning. Characters die at 0 Wounds by default, although an optional rule permits survival with a permanent reduction. | 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. |