Wanderhome
A cozy, rules‑lite game of traveling animal‑folk in the world of Hæth. Built on token economy (No Dice, No Masters), it emphasizes care, collaboration, and seasonal change over combat. GM-agnostic: play with a Guide or share the role; ideal for reflective, low‑conflict stories.
Romance & Slice-of-Life • 2-5 players • Needs GM • 2/5 complexity • Low prep
Theme and Setting
Stakes are personal, not apocalyptic; the aim is to make the world kinder. Core System No dice.
How Play Feels
Players earn tokens by embracing inconvenience, vulnerability, or stepping outside their comfort zones; they spend tokens to meaningfully change the world, help others, or cement bonds. Safety tools and tone‑setting are built-in.
What Makes It Distinct
Play Structure Fifteen playbooks frame different journeys (Poet, Dancer, Veteran, Exile, Guardian & ward, etc.). Play is GM‑agnostic—use a Guide if you prefer a facilitator, or share framing duties.
Where It May Not Fit
You want denser mechanical crunch or build complexity You want combat and action to drive most of the session.
What this game is about
A strong fit for groups that want relationships and emotional entanglement to matter in play, with narrative-Driven helping define the experience.
Structured data and an explicit decision profile JSON document are available for remote agents.