TTRPG Wiki

Compare tabletop RPG systems to find your next game

Tales of Xadia vs Werewolf: The Apocalypse

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

Tales of XadiaWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsNarrative, Character-Driven, Character Building, Classless, Fear & Stress Mechanics, Corruption, Roll to Cast, Lore-Heavy, Strong GM Support, Licensed IPAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicBuild and roll a d4–d12 dice pool from an attribute, a value and a distinction, adding one applicable specialty and assets. Results of 1 are hitches and cannot contribute to the total or effect. Add two eligible results to beat the opposition's total. Choose an unused eligible die whose size determines the effect rather than its rolled number.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.
Diced4–d12 dice poold10 dice pool
ComplexityHighHigh
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherDire Wolf DigitalRenegade Game Studios
Year20222023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want fantasy campaigns where changing convictions and relationships matter mechanically alongside magical adventures in The Dragon Prince's setting.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.
HighlightsQuestioning a value statement triples its die for a roll and feeds growth, making changes of conviction mechanically consequential. Contests can change major non-player characters' values, letting persuasion reshape their future behavior. Extended challenges resolve varied approaches against a shrinking dice pool, supporting obstacles beyond physical combat.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.
ConsiderationsStress strengthens opposing dice pools, making unresolved setbacks harder to overcome. Guided rune-mage creation links ancestry and upbringing to magical vocation, limiting characters' inherent access to different sources of primal magic. Trait advancement uses growth dice in tests that can fail, rather than guaranteeing an upgrade after every story arc.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.