Game Review #4- Wanderhome
This past weekend I had the pleasure to play my 89th RPG in the Magpie Games Server, and it was a wonderful one in Wanderhome. Looking over my list of games, I am hard pressed to find a single other that lives up to the premise and promise of completely removing what many consider to be a core pillar of RPGs. Wanderhome is an RPG doesnât discourage combat, but simply forbids it.
This was in fact how I was pitched Wanderhome, as a game where the core resolution will never come from violence, and its been on my to play list for many years because of it. I was never able to find a game of it on Start Playing or at cons that fit my schedule, and with such a twist in the foundation of RPGs, I was hoping to experience it as a player before I ran it. I was very excited to have this chance, and had a wonderful GM who also helped us explore some of the other unique concepts that make this game shine.Â
This game has a collaborative world building element to it, but at least as we ran it, it starts with the world as defined by the relationships our characters have bult with each other before the game even begins. As I explained this to my partner on a hike the day after, our party isnât meeting for the first time in a dark tavern, given their mission by a old man who will either end up saving or betraying us later in the adventure. I have played a lot of games that ask us to point to other players at the table, and create a fiction about our relationships to each other, but Wanderhome particularly excels at this. Since so much of the world can be defined in this stage, it really helps flesh out a world that really is only defined in the book as a (recently) peaceful place. When you start to define the relationship between two PCs, its takes the choices we made in a vacuum about our own PC make more sense. I chose to make a circus performer, and when I asked the question âhow does my PC get on your nervesâ, to another player, embodying their child character, they told me they had already gotten sick during our travels of the stories about growing up in that life. I of course could reject that fact, or twist it to better fit my narrative, but instead it gave me an opportunity to lay further into my hyper rabbits, tendencies and flesh out a flaw that gives the character more dimensions.Â
Now that we have a more firm idea about our characters and the world they live in as defined by our relationship to each other, we then got to spend some time defining the world we would interact with. The GM had some helpful starting prompts picked out since we were doing a one shot in 4 hours, which prevented some analysis paralysis, and got us along our way. From that one seed, we were able to quickly spin a yarn about a world darkened by a rainy season that drenched more than just the soil. These processes so far took about 90 minutes, but I expect with a less experienced GM , it would often take a bit longer. That being said, unlike many session zeros, it was engaging enough to feel like a true part of the game rather than a chore one has to do to simple start the game.
Once formal role play started we were introduced to the final two tenets that make this world shine. In another upheaval to the status quo we would be playing a game that I would like to call GMless-ish. Often when playing GMless games, we would need to consult a table or otherwise be called to balance our own interest and the interests of NPCs. While I haven'tâ yet played a game that is GMless that has combat, I can only assume those can be quite difficult to balance. Instead in this game we can each act as the world our characters are in, and the narrative friction that is needed for the fiction to have meaning. Our âGMâ was great at helping us transition from the more passive player role to a true collaborative performer.Â
The final conceit of the game, that makes it different than the vast majority of games I have played, is of course the way to resolve when our players may not get what they want. Without appropriate resistance the narrative would fall flat. Instead it is up to each player to in a sense, get in their own way, or at least be okay when someone else does it. This is a game that does not have dice. Instead a character earns tokens, in a variety of ways, but the most likely trigger is when they make decision that get in the way of their own goals. This is where Wanderhome will either rewire your mind for how stories can be told at the table or completely fall flat. When you earn those tokens, you can simply succeed against all odds later in the session. You get to decided when you get tokens, and when you would spend them. The reasons to gain them, arenât just having your character sacrifice for the greater good, and to spend them isnât just to âwinâ the encounter, but at its core it helps you balance the moments that tell a good story. Your character often is rewarded for growth, participation, and generally diving in heart first into the tale. If you are still playing with the mindset of efficiency or even just completion you arenât likely to find the soul of this game. It is for that very reason I would suggest working this into your game nights. This game will not be for everyone, but I think many players wonât know that this is something they have not only been missing but have been dying for. So its pretty obvious I would recommend this game, as I would any game I ever take the time to review. At this point though I want to start a trend with these articles to help sum up the games, and talk about the tools they present us. Not mention previously there are some wonderful safety tools that help contextualize them not as limitations to a narrative but also a tool to push them forward. These are the most literally tool you can take from this game, but there are plenty of others. The world building prompts are great even if you arenât going to be playing a game of Wanderhome. Also I feel if you are gearing up for a big long campaign of something heavy or even are coming off of one, this could be both a great creative warm up or emotional cool down. Finally I have to ask myself, and in doing so help give you one last piece of context that could help you decade if this game is for you, how I would use Wanderhome. While I am not entirely enamored with the all animal setting as whole, and it would be a poor fit for some of my gaming tables, I have an âOops All Familiarsâ Campaign idea that we accidently created during a Game of Kids on Bikes, that happens on a different sub plane of the main games reality that would work very well for Wanderhome, so I do expect this to hit the table at some point.

















