Thrive to Survive vs Werewolf: The Apocalypse
Compare Thrive to Survive and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Thrive to Survive | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Horror, Modern, Post-Apocalyptic | Horror, Modern, Fantasy |
| Tags | Survival, Tactical, Crunchy, Resource Management, Base-Building, Character Building, Simulation, Skill-Based | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll d20 + skill ranks + the related attribute and meet or beat a difficulty set by the Apocalypse Master. An untrained skill adds half its attribute, while opposed checks compare totals. | 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 | High | High |
| Accessibility | Medium | Medium |
| Runnability | High | Very High |
| License | Proprietary | 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 | Caden Humpherys | Renegade Game Studios |
| Year | 2026 | 2023 |
| Best For | Groups who want a long-form modern zombie-survival campaign built around tactical grid combat, body-location injuries, detailed crafting, and turning scavenged materials into a defended settlement. It suits an Apocalypse Master who wants tools for custom infections, encounters, and campaign goals. | 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 | Attacks pair maneuver-specific hit numbers with 2d10 location rolls, so armor, crippling injuries, and targeted strikes make each body part matter. Crafting links designs, material types, construction, generators, and storage, turning scavenged supplies into weapons and a working refuge. The Apocalypse Master chooses an infection model and modifies zombie templates, allowing campaigns to shift from base defense to a cure hunt without changing the core rules. | 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 | Combat resolves attacks through hit checks, location rolls, armor reduction, location health, and injury effects, creating multiple steps for every successful strike. Characters track food, water, sleep, fatigue, carry weight, ammunition, and ten crafting materials, making resource bookkeeping a central part of play. The system assumes a modern zombie apocalypse, so adapting it to other settings requires replacing much of its equipment, infection, and campaign material. | 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. |