Those Who Wander
Those Who Wander is a dynamic 5e-alternate fantasy tabletop game system distinct for its exponentially growing character paths¸ diverse and versatile parentages¸ enigmatic and awakening heirlooms¸ mechanically defining character backgrounds¸ and more.
The game's name comes from the popular line¸ "Not all those who wander are lost¸” originally penned by J.R.R. Tolkien. In more ways than one¸ Those Who Wander epitomizes the journey made of numberless steps. Each step is a decision-left or right. And each decision leaves its mark on you. No matter where you wander¸ we hope you feel at home all along the way.
Character Creation and Progression Parentage
"I know you fear becoming what your parents were. But we are more than blood. A hero charts their own course."
In Those Who Wander ¸ you first choose your character's two birth parents. Any pairing is fine¸ with storyteller permission. Maybe your parents were both simple human peasants. Then again¸ maybe one was a fiend and the other was an orc. You decide.
Everything you inherit from your parents is innate. The learned traits come later.
Parentages include draconic¸ dwarven¸ elven¸ gnomish¸ halfling¸ human¸ infernal¸ orc¸ and more!
Background
"I'm a child of nobles. But my nurse raised me¸ the alleyways were my playground¸ and now that I'm grown¸ gambling's my trade."
Next¸ you choose a background¸ which represents your life experiences¸ upbringing¸ and choices made leading up to your adventuring career. Each background has plenty of mechanical weight to it¸ since it includes what you know¸ what you're good at¸ and most of what you carry with you. Speaking of which....
Heirloom
"This dusty old book? Found it in a trash heap. You might say it spoke to me. because it literally did."
Some families pass down a weapon¸ a suit of armor¸ a ring¸ or some other heirloom from parent to child for generations. Some characters simply pick up a bauble that seems significant to them¸ even if it's worthless to others. These are heirlooms¸ seemingly mundane objects that grow in power over time. They even have a personality buried deep within that slowly reveals itself to the right person who takes the time to forge a connection with it.
Steps
"Right or left. It's a simple decision¸ seemingly insignificant at the time. But a series of lefts or rights leads to vastly different destinations."
In Those Who Wander ¸ your character progresses by taking steps. Think of it like coming to a fork in the road. Every time you grow more powerful¸ you have a choice to make between two step features. Always no more than two. At first¸ the characters in your party are much like each other. But by journey's end¸ the differences among you will be vast and varied!
Free the Storyteller
One of the design goals for Those Who Wander is to free up the storyteller's time by having them roll less often. Storytellers begin battles by choosing one from among four combat orders¸ depending on how the encounter begins. Turns proceed accordingly. No longer do you narrate your way up to a climactic battle only to pause¸ roll¸ and record the results before the action begins.
Another way we've freed the storyteller's focus is by having players roll defense checks instead of the storyteller rolling creatures' attacks. The spotlight brightly shines on characters¸ and the storyteller is free to narrate. We think these changes will make for exciting¸ seamless combat.
Diverse and Inclusive Storytelling
We've taken care to avoid both bioessentialism and ableism. Creature lore has been updated. The book offers both prosthetics and wheelchairs. And the book will showcase human diversity in color¸ gender¸ and sexual orientation in its illustrated fantasy characters. We've striven to make sure that whoever you are¸ if you want to¸ you can see yourself in this game.
Backward Compatible
Those Who Wande