Tales of Argosa vs Werewolf: The Apocalypse
Compare Tales of Argosa and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Tales of Argosa | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Fantasy | Horror, Modern, Fantasy |
| Tags | Deadly, Sandbox, Combat-Heavy, Dungeon Crawl, Roll to Cast, Gritty, CC-Licensed Rules, Sword & Sorcery | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll d20 under attribute to succeed (roll-under). Luck saves deplete your Luck attribute with each success, ratcheting tension. Combat uses Nat 19 effects, Exploits, Fumbles, Crits, and Trauma tables. Dark & Dangerous Magic risks madness and Veil monsters when casting spells. | 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. |
| Dice | d20 | d10 dice pool |
| Complexity | Low | High |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very High |
| License | CC BY-SA 4.0 | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Pickpocket Press | Renegade Game Studios |
| Year | 2024 | 2023 |
| Best For | Sword & sorcery fans who want fast, brutal combat with diminishing Luck, dark & dangerous magic, and rich emergent sandbox play: group or solo. | 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 | Distinctive diminishing Luck mechanic, combat with Exploits and Trauma is consequential, large GM toolbox (hexploration, oracles, hirelings, mass battle), solo rules included, Creative Commons license | 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. |
| Considerations | The Diminishing Luck mechanic means characters weaken as they succeed. There are limited magical options in the core rules. The game requires GM comfort with sandbox hexcrawl prep. | 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. |