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Wanderhome vs Werewolf: The Apocalypse

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

WanderhomeWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsCozy, Narrative, Diceless, GM-Less, Collaborative, Character-Driven, Atmospheric, Rules-Light, Roleplay-HeavyAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicNo dice, no GM. Belonging Outside Belonging engine: earn tokens by inconveniencing yourself or stepping outside your comfort zone; spend tokens to help others, reveal secrets, or achieve difficult actions. Violence is explicitly absent. Playbooks define each character's nature through lists of things they can always do, things that earn tokens, and things that cost tokens. Seasons and nature guide the journey.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.
DiceDicelessd10 dice pool
ComplexityVery LowHigh
AccessibilityHighMedium
RunnabilityMediumVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPossum Creek GamesRenegade Game Studios
Year20212023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want gentle, non-violent storytelling about animal-folk journeying through a pastoral world: exploring themes of community, seasons, and small acts of kindness.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.
HighlightsBest TTRPG 2021 from Polygon and Dicebreaker, token economy (earn tokens by stepping outside comfort zone, spend them to help others) mechanically enforces non-violent play, Belonging Outside Belonging engine removes dice and GM roles, seasonal calendar structures the journeyBrutal 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.
ConsiderationsTokens are earned and spent to take certain actions, so a table that loses track of them can stall its own pacing. Shared narrative authority spreads scene framing across the whole group, which can leave participation uneven when confidence differs. Playbook Natures fix a character's emotional register, which can feel constraining across a long campaign.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.