Wanderhome
Wanderhome is a pastoral fantasy Role-Playing Game about traveling animal-folk¸ the world they inhabit¸ and the way the seasons change. It is a game filled with grassy fields¸ mossy shrines¸ herds of chubby bumblebees¸ opossums in sundresses¸ salamanders with suspenders¸ starry night skies¸ and the most beautiful sunsets you can imagine. You might be a tamarin who dances with small and forgotten gods¸ a leporine mail carrier who relies on moths to get packages where they belong¸ a little lizard with a big heart and a mysterious past¸ or a near-endless number of other thrilling possibilities. No matter what¸ we're always travelers-animal-folk who go from village to village and get to see the length and breadth of all the world of Haeth. The seasons will change as we play¸ and we will change with them. But I can't tell you all that will happen on our journey together¸ along the winding dirt road and amid the grassy fields. We're just going to have to find that out together.Will you join me?
Wanderhome makes use of a unique game system inspired by the No Dice¸ No Masters engine¸ developed by Avery Alder and Benjamin Rosenbaum for Dream Askew and Dream Apart. Each player will make a character with the help of one of fifteen possible playbooks¸ making choices about their personality¸ animal-form¸ look¸ and passions. Each of these playbooks give you a radically different approach both to navigating the setting and growing over time. From the carefree Ragamuffin to the introverted Poet¸ from the Guardian and their young ward to the lonely Exile¸ from the cheerful Dancer to the moody Veteran¸ there is plenty of space in Wanderhome to imagine every possible world that lives in your heart.
Once you've created your character¸ you and your fellow travelers guide them through the dreamlike pastoral world of Haeth. There are no dice in Wanderhome. Instead¸ you can inconvenience yourself or step outside your comfort zone in order to get tokens¸ and then turn around and spend those tokens to tackle larger problems and help make the world a better¸ kinder space.
As you arrive at each new place¸ you'll build it together using a combination of thirty-six distinct natures¸ including farms¸ fields¸ lakes¸ ports¸ glens¸ and towers¸ among many¸ many more. Each nature gives you the tools you need to imagine and articulate both the literal and metaphorical aspects of the place you find yourself in. These places have kith¸ ordinary people living ordinary lives¸ navigating a world that is both peaceful and difficult in its own ways. Each kith is made out of traits that range from crafty and adventurous to many-faced and oracular. These traits give kith things they can do to define their personality¸ articulate the problems in their life¸ and push the journey forward (for good or for ill.) Sometimes you'll be able to help the kith with their problems¸ but more often than not you'll just spend time with them and learn more about the world.
Wanderhome is structured with an emphasis on safety and care¸ built on my own work designing safety mechanics and constructing alternate safety approaches beyond the industry standards. It features a bespoke set of safety mechanics built around empowering players to guide the story however they want¸ which are used consistently throughout the game. It is also designed to collaboratively set the tone and articulate a version of Haeth that's perfect for your group.
Wanderhome is a GM-agnostic game‐while you can play with a Guide facilitating the world¸ you can also approach it without anyone in charge¸ where everyone takes equal part in the collaborative conversation. And while you can play Wanderhome in as little as 3-4 hours¸ the longer you stay with W