Wanderhome Romance & Slice-of-Life; Narrative-Driven; GM-less / Cooperative; Rules Lite; Low Prep

At‑a‑glance: Rules‑lite • diceless • GM‑agnostic • 2–5 players • Pastoral fantasy • Session length 2–3h

Theme and Tone

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.

Core System

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.

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. The book supports setting palettes, travel beats, and seasonal arcs.

Experience

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.

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What do players think?

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.

Related TTRPG Games

Compare Wanderhome with other great ttrpg games.

Microscope logo

Microscope

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.

A Quiet Year logo

A Quiet Year

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.

Quest logo

Quest

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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