Never Going Home
Never Going Home is a rules-lite WWI survival-horror game using straightforward tests plus card-hand pressure. Classless and low-prep, it follows a front-line Unit through lethal missions, dwindling supplies, and the corrupting Whispers. Ideal for short campaigns and players who enjoy grim stakes and tough choices.
Military • Needs GM • 3/5 complexity • One-shot friendly • Low prep
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.
Theme and Setting
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.
How Play Feels
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.
What Makes It Distinct
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.
Where It May Not Fit
You want combat and action to drive most of the session You want the system to stay almost invisible at the table.
What this game is about
A strong fit for groups that want fiction-first play and scene-level consequences, with narrative-Driven helping define the experience.
Structured data and an explicit decision profile JSON document are available for remote agents.