At-a-glance: WWI survival-horror • Dice + card hand management • 2–5 + GM • Low prep • Rules-lite • 2–3h sessions
Never Going Home places your table in the mud, wire, and shellfire of the First World War, then tears a hole in reality. The Veil is open and alien Whispers seep into soldiers’ dreams, offering power at a cost. You play members of a front-line Unit trying to survive patrols, raids, and retreats while balancing duty, fear, and humanity. The tone is grim but grounded: supernatural horror is layered atop the authentic misery of trench warfare.
The system is streamlined for fast play. Characters are quick to create, with compact statlines and gear that emphasize role and readiness over build math. Resolution uses simple dice tests supported by a dwindling hand of cards—spent to push luck, absorb shocks, or seize fleeting advantages. The Unit is the focus: individual soldiers may be wounded, rotated out, or lost, but the story carries on through replacements and battlefield promotions.
Whispered abilities tempt you with potent effects—insight, resilience, or brutal force—paid for in fraying nerves and creeping transformation. Resource tracks stay lean: rations, ammunition, and morale matter, but bookkeeping never bogs down decisions at the table. Procedures for patrols, encounters, and after-action fallout keep sessions moving with minimal prep.
Never Going Home threads survival gameplay through a war story where the party identity (the Unit) persists even as individual PCs come and go. The card-hand pressure system bakes attrition into every choice, mirroring the era’s exhaustion without heavy rules overhead. Horror escalates through visible costs rather than hidden complexity: every shortcut against the Veil leaves a mark.
Best for groups who want bleak survival with decisive, fiction-first choices—and who are comfortable with character loss as part of the narrative. It excels at short arcs and linked operations: two to three hours per mission, low prep for the GM, and clear prompts for consequences between sessions. If you enjoy resource-tight OSR play, WWI themes, or survival horror where every advantage has a price, this sits squarely in that lane.
Fast to learn but unflinching in tone, Never Going Home delivers bleak, WWI trench survival with a tense card-hand resource loop. Groups praise quick character turnover and Unit-focused play that keeps momentum even as soldiers fall. Caveats: the attrition is deliberate, and Whispered powers trade short-term advantage for a slow bleed of humanity.
Compare Never Going Home with other great ttrpg games.
Mothership shares lethal, resource-tight survival but shifts to sci-fi panic—stress saves and panic cascades replace the card-hand pressure while keeping sessions fast and deadly.
Industrial sci-fi dread with simple tests and corporate grime; fewer supernatural bargains, more claustrophobic tension and blue-collar mystery aboard failing ships and stations.
Solo survival horror that distills the spiral into one doomed protagonist—tower pulls and prompts echo NGM’s attrition but in an introspective, single-survivor frame.
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