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Werewolf: The Apocalypse vs Worlds Without Number

Compare Werewolf: The Apocalypse and Worlds Without Number side by side. See differences in complexity, dice, genre, cost, and more.

Werewolf: The ApocalypseWorlds Without Number
GenreHorror, Modern, FantasyFantasy
TagsAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban FantasySandbox, Exploration, Faction Play, Worldbuilding, Tactical, Ascending AC, Vancian Casting
Core MechanicBuild 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.2d6 + skill + attribute ≥ target for skills; d20 + modifiers vs. AC for combat. OSR-inspired with modern refinements.
Diced10 dice pool2d6 / d20
ComplexityHighMedium
AccessibilityMediumVery High
RunnabilityVery HighHigh
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherRenegade Game StudiosSine Nomine Publishing
Year20232021
Best ForGroups 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.Sandbox fantasy campaigns with deep worldbuilding tools, faction turns, and an OSR-flavored system from the creator of Stars Without Number.
HighlightsRage 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.Free version is very generous, comprehensive sandbox and worldbuilding tools, faction system, compatible with SWN
ConsiderationsAfter 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.OSR combat can feel basic compared to modern tactical systems, limited mechanical support for narrative or story-arc campaigns, no built-in social encounter system