At‑a‑glance: Rules‑lite • diceless • GM‑agnostic • 2–5 players • Pastoral fantasy • Session length 2–3h
Wanderhome is pastoral fantasy about animal‑folk travelers, quiet villages, changing seasons, and gentle magic. Scenes linger on food, festivals, mossy shrines, and friendships. Stakes are personal, not apocalyptic; the aim is to make the world kinder.
No dice. 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.
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. The book supports setting palettes, travel beats, and seasonal arcs.
Stories are reflective, collaborative, and character‑driven. If your table wants tactical puzzles, add structure (travel clocks, festival prep, or gentle mysteries). If you want warmth, care, and discovery, Wanderhome shines out of the box.
Critically acclaimed pastoral fantasy—diceless, GM-agnostic, and focused on kindness and change through seasons. Reviewers praise its art and safety-first design; common note: it’s intentionally gentle and structure-light, so add light scaffolding if your table wants objectives.
Compare Wanderhome with other great ttrpg games.
Both are collaborative and GM-optional; Microscope builds histories across eras, while Wanderhome tells intimate journeys through a pastoral present. Pair when you want to create Hæth’s deep past, then travel it.
Map-making games of community: A Quiet Year focuses on a single settlement over one tumultuous year; Wanderhome follows travelers between many places—gentler and longer-form by design.
Both are approachable, story‑first fantasy. Quest provides structured abilities and guided scenes; Wanderhome is diceless and free‑form, leaning into tone, tokens, and seasonal change.
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