By Jameson McDaniel
The enjoyment you get from a roleplaying game will depend mostly on the people sitting around the table with you. The most experienced Game Master and creative game systems are worthless if there isn’t a level of buy-in and cooperation from everyone there. This has never been more true than in the game “Wanderhome” from Jay Dragon. In it, you play as an animal-folk on a journey. Whether that's to an existing home, to find a new home, or just for the sake of travel is all up to you. In fact, how the game is played is up to you. There are rules in place to play this as a solo game by yourself or without a GM, or “guide” as the game calls it.There are no dice or fail mechanics. This game is a conversation and it is by far the most inclusive one I have seen.
The World
Wanderhome is set in the land of Hæth. War has passed and now there is peace. Everyone in Hæth is fundamentally good and there is a culture of hospitality in every corner. It is a world full of buggy livestock, pets, and wild creatures along with forgotten gods, ancient lore, festivals, and changing seasons. It beautifully captures the spirit of a Studio Ghibli film, particularly those dealing with spirits. A prime example is the movie “Ponyo”. While there is no combat in it, the children must overcome obstacles in unique ways.
How the Game is Played
Early on the players discuss and decide what kind of journey you’re all on. Wanderhome gives some good tools to help facilitate this conversation and several random tables to get the ball rolling. The only issue I saw with the tools was that they are common phrases and prone to being overlooked. These include such phrases as: “Let’s do this instead”, “Hold On”, “No”, “Do we want to”, “Where to next”, and “What do you think”.
Each player selects a playbook that acts as a guide for their actions during the journey. This is made mostly by you but with the help of the people, you will be journeying with. It includes such characters as the Veteran, a person that once was a great hero but not any more or the Shepherd, a person tending their herd of bumblebees as they travel from pasture to pasture or the Caretaker, someone who helps small and forgotten gods find their new home. Each one adds a little something to explore and a new lens to see the world through.
The gameplay focuses on a “token” system. You gain tokens by doing certain things such as giving away something you hold dear, inconveniencing yourself to help someone else, and by leaving an offering to a small or forgotten god. You can spend tokens to accomplish a task or know something important. The game is not focused on failing, just on obstacles and our struggle to overcome them.
For some reason, the Kith is built before the locations you’re going to. I guess it's the thinking that anybody can be anywhere. Personally, I feel like the environment colors the people you meet there. Rural areas tend to have slower, more easy-going people while cities have more hurried or rushed folxs.
You build the Kith as a group. Kith are non-playing characters (NPCs) that you can meet during your game. Every Kith has a series of traits and are not looked at as more or less important than the party. One player may play said Kith in one game in addition to their own character but another player may play them in a different one. It is important to write down any driving emotions or goals the Kith has so the next person picking them up has an idea of how they are played.
To build a Kith you will need to know the following: name and pronouns, animal form, relationship to another character, a single defining detail, at least two traits and what this Kith does. All of this should be written on an index card and placed in the center of the table for everyone to see. Each trait has its own mini playbook and helps further develop your Kith. They can be assigned randomly or selected for the need of the table.
There are also Traumatizing traits. These deal with things of a darker nature such as grief, being lost, or death. Traumatizing traits are optional as well. They can be ignored to have a more light-hearted game. I cover these and magical traits later on in the optional rules section.
Gameplay
The first game always takes the party to a new place. This is where the game gets a little confusing. To begin you select three natures but Wanderhome gives six categories and in each one, they have 6 other natures yet the book doesn’t really describe what the difference between these categories is. So I guess you can roll a d6 and then roll a d6 to get your natures if you’d like to do it randomly. The game is excellent at explaining other things but nature seems almost glossed over.
Wanderhome then talks about going around and having everyone say one common type of animal-folk lives in the area. Each nature has its own mini playbook to help add details to the world. Based on how much everyone spoke, the person that spoke the least then gets to create the folklore of the area and name it. This should all be written on an index card and placed in the center of the table.
As with Kith, any player can take up the role of a nature and create obstacles for the table. You can take turns playing the nature round to round. Said nature doesn’t need to be literal, it can be metaphorical. An example would be getting an island as a nature and giving the players the feeling of isolation when they are in a place.
To the point of “having the person that spoke the least gets to create the folklore and gods”, I understand what the game is trying to do, in so much as they are trying to give everyone an even voice in the world. In my experience, quiet players do better when asked questions with choices instead of forcing them into a creative position to come up with a folklore and a name on the spot. That feels very stressful and can be a lot of pressure.
Once the characters have been made and the Kith and Kin and the next town is created, the party asks themselves four questions, three aloud and one to themselves.
With that, the party begins to play. Someone will describe the scenery and get a token, another person will add to it and get a token, and someone else may roleplay with any of the existing items and gain a token. You spend tokens to accomplish tasks and add to the game to resolve narrative issues. Wanderhome is not focused on failing but instead on the struggle and overcoming of obstacles. The game will run as long as you like and can be picked up at a later date with the same characters, kith, and locations. It is perfectly natural for paths to split and the party to change only to have them rejoin later.
Optional Rules
SeasonsWanderhome has unique seasons, 5 to be precise. Each season consists of two months with the second month ending in a celebration or holiday to signal the next season. These are all truly unique and inspired. They make great alternatives to the real-world season. Each season has its own mini playbook to give more details to the world.
Magical and Traumatized TraitsTraits, both magical and traumatic, can be ignored for your play style. You want something more grounded in reality you remove the magical traits, you want something more “happy go lucky” you leave out the traumatic traits. If you want something grounded and happy then you leave out both. Some traits will have a little flower next to them and that signifies these traits are magical in nature. Other traits that look like an equal sign with a vertical line down the center are considered traumatic traits. These deal with darker themes like loss, death, and illness.
Final ThoughtsAt first, Wanderhome feels like wearing my shoes on the wrong feet. Over time, and with lots of reframing of my own expectations from conflict-focused RPGs, I came to the realization that Wanderhome is the perfect RPG to cleanse your palate of combat-focused RPGs or to start your kids on. If you enjoy media like Bluey, Spirited Away, or Over the Garden Wall then there is a lot in Wanderhome that you’ll enjoy.
My biggest issue with the game, and again this comes from my lack of experience with these types of games, is the lack of challenge in the game. If every obstacle, no matter the size, can be solved with a single token then that removes much of the challenge of the game. Maybe if there was a limitation to how the tokens can be used or a minimum of tokens needed to complete a task that might add a layer of complexity needed to make the game more engaging. Many stories come from a push and a pull of the narrative.
I think Wanderhome needs additional rules for how to earn tokens/resolve problems. Something that allows the players to solve the problem in front of them instantly but it makes a bigger one down the road. I think having to deal with the fallout of your actions is a good lesson and gives the playbooks more room to shine and show what makes them special. In general, it would make for a more engaging story.
The thing I love about this book is the random tables. These alone make this book an indispensable resource to any existing game. It has tables for everything, NPCs, locations, seasons, and traits. Almost everything a GM would need on the fly. With the way the tables are built, it makes total sense to play it solo. Especially if you need some inspiration, this book is chock full of great ideas to get the ball rolling.
Another thing I greatly enjoyed about Wanderhome is the art. The book is dripping with beautiful pieces from every walk of life. Each one is wholesome and fills me with inspiration. I never thought playing the Caretaker would be a role I would gravitate to but the illustrations of the tiny spirits and I want to find a home for each and every one of them.
Final Verdict: OWN IT! While I may have my issues with the core mechanic, there is so much here that this book should be a must-buy for anyone interested in running RPGs. They have several options to get a copy. You can purchase the PDF, hardback, and paperback from their store below. Shipping was prompt and well handled.
Possum Creek Games
I’m also looking forward to their other game “Yazeba's Bed & Breakfast”, currently on Indiegogo. A slice-of-life legacy tabletop role-playing game about a found family and their magical home. All of this and more can be found on their site above.
“Gotham is a land of crime and corruption. From the cops to the crooks, everyone's hands are dirty. A new gang has rolled into town. Are they tough enough to get their own piece or will they get chewed up and spit out like so many before? “
Shades of Gotham is a TTRPG Twitch Stream starting October 21st at 7 PDT. Join our table as we use the Tiny Supers rule system with a Blades in the Dark hack to take over Gotham City, only on twitch.tv/gamesweneverplay
Cast: Nikki Waln as Lyn Joey Nestra as Dodger Nick Levy as Manticore Michael Robert Holmes as Rx GM: Jameson McDaniel
By playing tabletop games you are learning the building blocks of queer theory. Even if it’s completely unintentional. Yes, I’m here, I’m queer, and I’m here to ruin gaming for guys on Twitter with anime avatars.
This is an important time in our lives to stand up and do what is right. I know some will say “let’s not mix our gaming with politics” but when someone doesn't feel welcome at our table that is our failing as a community. We stand against racism. We stand for inclusion. We stand by our fellow Black gamers, storytellers, creators, and the entire Black community.
To this end, we want to support in whatever way we can. Below you will find several links to donate directly to worthy charities. In addition, we have a new design, by Clara Goldstein, on our Teepublic page. All profit from these sales will go to these charities. This design will only be available for the month of June. It may not seem like much but every bit helps.
Tabletop role-playing games are incredibly fun and a great way to bond with friends; however, people often find them inaccessible or hard to learn. We’ve all heard the tale, “I’ve always wanted to try D&D but…” followed by a long list of reasons as to why they’ve never checked it out. Dungeons & Dragons aren’t the only game out there to learn and there are plenty of great games for people who’ve never played before!
These are five games that are tabletop RPGs that aren’t Dungeons & Dragons !
Today we have special columnist Kat Nava talking about all the steps she uses to build characters in any RPG. Give her a follow at @TheEvilGirl333
Playing in an RPG is an exciting chance to be part of an adventure where you can be the hero of the day! Maybe you’re new to RPGs in general, or maybe a friend is really excited to run a sci-fi or western themed campaign that is unfamiliar to you. It can be difficult to dream up a character in these murky waters. This doesn’t need to interfere with an amazing experience. Here’s a step by step on how to create a fun and engaging character in any campaign.
How to get Inspiration flowing while leading your 5E table
By Lemon Baardsen
Getting the flow of Inspiration going both ways can make DMing more fun and fulfilling. Inspiration cycling out and in, granting it to players and the players using it to gain Advantage, can make for a more energized table with players who bring their all to the game. We took a look at improving outflow last time, now let’s take on the challenge of improving inflow.
There is little I find more frustrating as a DM than seeing Inspiration go unspent. Watching players failing checks but forgetting they have Inspiration or clinging on to it as if it were a scarce resource gets me down. Being excited by a player making a bold choice, getting deep into their character, doing something generous for someone else at the table, or even giving the table a great laugh and not being able to give Inspiration because they haven’t used what was previously given is even worse. Inflow can feel as though it’s out of your hands, the players are the ones who decide to use it - not you, but you can create an environment in which players start seeing Inspiration as a resource they can comfortably spend.
Some of the methods for getting your players to spend their Inspiration, or improving inflow, will look familiar as they are the flip side of those improving outflow. Physical tokens, talking up Inspiration, and giving Inspiration early all have a role to play in inflow as well as outflow.
How to get Inspiration Flowing While Leading Your 5e Table
By Lemon Baardsen
One of the simplest yet most powerful game mechanics in Fifth Edition Dungeons & Dragons is the Advantage/Disadvantage system for d20 rolls. This makes Inspiration a huge boon to players as well as a great opportunity for dungeon masters to encourage creativity and set a positive tone at the table. Unfortunately, Inspiration is a resource often underutilized by DMs and players alike - forgotten by DMs and guarded jealously by players. It takes some effort to break through these habits to get Inspiration flowing in both directions, but the reward is a more energized table with players who bring their all to the game.
As a Dungeon Master, you have the most immediate control over Inspiration outflow side of things by granting players Inspiration. Most DMs who don’t give out much Inspiration usually forget to or feel unsure what qualifies as Inspiration worthy. The former can be broken through by changing habits, the latter, well, that’s really up to you but I do have a few suggestions.
Villains are the best. An interesting villain can make an okay adventure great. A lame villain can feel forgettable and cliche. The question stands ‘what makes a villain work? and what makes one fail?’
“Good artists borrow, great artists steal.” - Pablo Picasso
First and foremost, DO NOT STEAL. Stealing is bad, okay!? Cool! We’ve all been there; watching a movie, reading a book, playing a game when inspiration hits us. “This would be so cool to play with/at/as in my next game”. Your inner self is absolutely right.
Right now we’re all doing our part to keep our distance and be responsible. Doesn’t mean we can’t get some gaming in too, right?
Games We Never Play talks about some of its favorite anime-inspired role-playing games!
Howdy.
This is Jay, game master and co-host of Games We Never Play. On behalf of my fellow cohorts--Steven, Jameson, and Michael--thank you so very much for supporting us on Patreon!
Games We Never Play is a gaming exploratory podcast created in 2019 to celebrate games and the people who play them. Every 4-episode block has us creating characters for an RPG, doing a few hours of playing, and then talking about our experiences with it.
It's a great day and age to be a gamer. There are so many fantastic RPGs on the market, it's near-impossible to try them all. With this podcast, we hope to give you--our listener and supporter--a chance to either discover a new game, learn about a game you haven't yet had a chance to try, or rekindle your appreciation of a game you maybe haven't played in a while.
Steven, Jameson, Michael, and I are gamers at heart. We each play, run, create, and even publish games every chance we get. Ask any one of us about our lives and we'll inevitably bring up our passion for gaming.
If you're reading this, we're sure you share that passion for gaming as well and we appreciate your sharing that with us! Perhaps you started rolling dice with the 1st- or 2nd-edition progenitors of today's modern games. Or maybe you started playing yesterday, inspired by the RPG renaissance brought about by the 5th edition of the World's Most Popular Roleplaying Game. Whether you're a d20 veteran or a Players Handbook initiate, we hope you enjoy the games we explore and the stories we tell on this podcast. More so, we hope that our sessions inspire you to try new games, tell new stories, and create new experiences for yourself and your fellow players around the gaming table.
From the bottom of our hearts, thank you again for your support!
by Michael Holmes
Hi Everyone, Welcome to the first of some new pieces of content we’ll be adding to the GWNP site. It’s nice to see you!
Today’s topic? The Tie-In.
One of the greatest things about the state of the TTRPG industry at this point in its lifecycle is the sheer depth and breadth of material that’s available out there. Chances are super good that if there’s a universe you want to play in or an intellectual property that makes your heart sing, someone’s added a dice mechanic to it. However when it comes to actually crafting a quality gaming experience, well…
In the immortal words of Dr. Ian Malcolm, some designers and publishers “were so preoccupied with whether or not they could that they didn't stop to think if they should.”
We’ve already featured a few tie-in games since the inception of the podcast, and while we’re not exactly ranking them in this piece, we are discussing their relative merits. So let’s jump in, shall we?
Let’s start with an example of a really, really awesome tie-in game. Ours is the late, great “Ghostbusters” game from West End Games. The game manages to capture the tone of the movies perfectly and is an amazingly simple entry point to TTRPG’s with its simple d6 mechanic. One of the drawbacks here is that it’s almost out-of-the-box designed for one-shots or con games, as extended campaign-style play doesn’t really mesh with the way the game is set up. Once you roll a character up, while you can advance, they’re pretty much as good as they’re going to be. Still, this one was/is a solid package that combines ease of play with the quality presentation, and is definitely worth your while and your money should you find a used copy.
To celebrate the launch of the podcast you’ll get the chance to see us live, or at least in real-time on Twitch, several times this month. This will be the normal format of the show but done live! We’ll teach you how to make a character, how to play the game, and then play it for you. Our team has some gloriously spooky games to haunt your fandom. We’ll be playing Star Wars and Ghostbuster… not at the same time of course, on Happy Jacks RPG stream and Saving Throw Show’s stream.
The Deets! Saturday, October 12th @3pm Pacific - Happy Jacks Star Wars from West End Games GM’d by GM Mace. Players include Michael Holmes, Aabria Iyengar, Blythe Kala, and Kimi https://www.twitch.tv/happyjacksrpg
Friday, October 18th @7pm Pacific - Saving ThrowGhostbusters from West End Games GM’d by GM Mace. Players include Michael Holmes, Dan Peck, and many more https://www.twitch.tv/savingthrowshow
Saturday, October 19th @3pm Pacific - Happy Jacks Star Wars from Fantasy Flight Games GM’d by GM Mace. Players include Michael Holmes, Aabria Iyengar, Blythe Kala, and Kimi https://www.twitch.tv/happyjacksrpg
All these streams are interactive so please feel free to say ‘hi’ and play along at home. Some may even have join-able components.
Hello Everyone and Welcome,
We hope to bring a new voice to the Podcast scene and talk about something most Tabletop shows don’t, games other than D&D. Each week we’ll have new episodes and each month new game systems. If you know of any great games we NEED to try then let us know at gamesweneverplay@gmail.com.
Game Master for Hire
Have you ever listened to your favorite actual play podcast or watched a live steam of a table playing an RPG? Have you ever wanted to play with that table or Game Master? Well now you can. Send us a request of the GM in question and the dates and we’ll get back to you ASAP with availability. For the time being all sessions will need to be online unless an agreement is worked out in advance for a live game.
If you have a room full of players we’ll bring the GMs. Each GM will have their own game systems that they’ll have mastered and can bring to the table. Hiring a GM is great for birthday parties, bachelor parties, office/team building events, or just for fun on a Friday night.