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.

At-a-glance

Romance & Slice-of-Life • 2-5 players • Needs GM • 2/5 complexity • Low prep

Wanderhome

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.

Decision guide

What this game is about

Key facts
Players
2-5 players + GM
Session
120-180 minutes
Prep
Low
Play profile
Complexity
2/5
New GM Fit
5/5
Roleplay Focus
5/5
Combat Focus
2/5
Tactical Depth
0/5
Campaign Depth
3/5
Who it suits
Best for
Groups that want relationships and emotional entanglement to matter in playTables that want fiction-first play and scene-level consequencesPlayers who want character, atmosphere, or story to matter more than pure tactics
Avoid if
You want denser mechanical crunch or build complexityYou want combat and action to drive most of the sessionYou want relationships and vulnerability kept mostly offscreen

A strong fit for groups that want relationships and emotional entanglement to matter in play, with narrative-Driven helping define the experience.

Agent data

Structured data and an explicit decision profile JSON document are available for remote agents.

Open agent JSON