At-a-glance: Post-apocalyptic fantasy • d6 dice-pool with twists • 2–6 incl. Firefly (GM) • Low-to-medium prep • Rules-medium • 2–4h sessions
The Verdancy drowned the world in mile-high trees, leaving only an endless canopy — the Wildsea. Crews of wildsailors cut paths through the rustling waves on chainsaw-prowed ships, trading, salvaging, and surviving among ports perched on tallshanks, floating spits, and treetop reefs. Flora and fauna are dangerous, beautiful, and often useful.
The Wildsea uses a fiction-first d6 pool. Combine an Edge, relevant Skills, and advantages to build a pool; highest single die sets the outcome (Triumph, Conflict, Disaster). Doubles create a Twist — a side effect that changes the scene. Progress Tracks, Journeys, and Montages pace travel, downtime, and long actions. Damage marks Aspects or inflicts Injuries; death is a narrative choice.
Character options (bloodlines, origins, posts) and collaborative ship-building push creativity without heavy math. Resources like salvage, specimens, and whispers fuel crafting and improvisation. The setting is “low magic, high weirdness”: arconautics, living ships, leviathans, and crezzerin-laced biology drive play.
Great for groups that enjoy exploration, discovery, and vivid worldbuilding. The bespoke terms and travel procedures add texture but can slow play if overemphasized; many tables treat journeys as flavorful montages punctuated by sharp encounters. If you like Blades-style clocks with a wilder vibe, this will click.
Early praise highlights the game’s gorgeous art and evocative setting. Reviewers note a moderate learning curve due to bespoke terminology, but praise the fiction-first flow once the crew and ship click. Common caveats include travel bookkeeping if overused, and that it skews narrative over tactical combat.
Compare The Wildsea with other great ttrpg games.
Shares fast lethality and exploration-first play, but Into the Odd is leaner and more OSR-structured; The Wildsea is stranger, with narrative twists and collaborative ship journeys.
Both prize quick rulings and creative problem-solving. Bastionland focuses on urban delves and failed careers; The Wildsea widens to treetop sailing, resource crafting, and crew-driven voyages.
Each is gritty survival with salvage loops. Death in Space is bleak industrial sci-fi; The Wildsea is post-Verdancy fantasy with vivid biohazards and a more narrative resolution system.
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