# 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.

## At a Glance

Military • Needs GM • 3/5 complexity • One-shot friendly • Low prep

## Why It Fits

A strong fit for groups that want fiction-first play and scene-level consequences, with narrative-Driven helping define the experience.

## Fit Facts

- Players: 2-5 players + GM
- Session length: 60-180 minutes
- Prep: Low

## Facets

- Genres: Military, Historical, Horror
- Mechanics: Narrative-Driven, Rules Lite, Survival
- Decision tags: Low Prep

## Scores

- Complexity: 3/5
- New GM Fit: 5/5
- Roleplay Focus: 5/5
- Combat Focus: 2/5
- Tactical Depth: 1/5
- Campaign Depth: 3/5

## Best For

- Tables that want fiction-first play and scene-level consequences
- Tables that want quick onboarding and low mechanical drag
- Players who want character, atmosphere, or story to matter more than pure tactics

## Avoid If

- You want combat and action to drive most of the session
- You want the system to stay almost invisible at the table
- You want a much breezier tone than this game is built to support

## Directory Notes

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.

## Links

- Directory page: https://www.ttrpg-games.com/item/never-going-home
- Agent JSON: https://www.ttrpg-games.com/api/games/never-going-home.json
- Publisher or official site: https://www.wetinkgames.com/store/p/sodium-kedf4
- Reviews or retailer page: https://www.drivethrurpg.com/en/product/283637/never-going-home?affiliate_id=1659151
