Wanderers

Pre-game

  • GM proposes an origin and destination

or

  • Players decide origin and GM crafts a destination

Origin

The starting point for any wandering, it describes the expected wanderer types and genre.

For player decided origin

  • Start by selecting a genre
  • Take turns adding yes's and no's
    • each turn a player can:
      • add a yes (something that is not expected for the genre is included)
      • add a no (something that is expected for the genre is excluded)
      • pass
    • repeat turns until a player passes

Destination

This is the final endpoint for the wandering, the expected resolution of the wanderers exploits.

Game

A wandering is structured as follows:

Origin -> Crossroads -> Destination

Before the first crossroad, players get a pool of tokens equal to the number of player characters plus the gamemaster.

Crossroads

Each crossroad follows this turn sequence:

  • GM describes the crossroad, the conflict at the heart of it, and possible roads leading away from it.
  • Players take turns doing one of the following actions per turn:
    • pay 1 token to add a statement to an attribute
    • pay 1 token to invoke a statement
    • accept a burden in exchange for a refresh on the token pool to its original value
  • Each player may only act once on a turn
  • If a turn ends and the players have no tokens, they have succumb to darkness along the path to their destination.

Statements

Statements are added to attributes to describe how a character surpasses a challenge to their wandering.

Adding, or invoking, a statement to an attribute will do one of the following:

  • Explain how the party handles a crossroad conflict
  • Play out a scene with the GM and other players to learn lore about the crossroad and destination
  • Remove a burden on another player

A statement may not be added to an attribute with a burden.

Attributes

Attributes are large concepts about a character scoped to a general topic(e.g. background, heirloom, society).

Burdens

Burdens are statements created by the GM to represent harm, trouble, or fallout from conflict that a character is currently experiencing.