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Wanderhome hero art
Possum Creek Games

Wanderhome

"A game of the seasons, small stories, and peace after a war."

DiceБез кубиков (жетоны, на основе PbtA)
Players2–5
Prep~5 min
Foundry VTTNone
Complexity
What is this system

Wanderhome is Jay Dragon's serene RPG about animal-folk wandering the gentle world of Hæth. Diceless and nearly GM-less: you play with tokens and moves, and conflicts are settled with conversation, not a blade. It's a game about rest, friendship, the turning of seasons, and quiet healing after a great war. The cozy genre in its purest form.

Setting

Hæth is a warm, pastoral world of anthropomorphic animals: poet frogs, pilgrim hedgehogs, wandering cats. The year has five seasons, and the group travels place to place, leaving small stories behind. There was a war in the past, and its echoes linger, but the game is about how the world and its people recover, finding beauty in the simple.

What it looks like at the table
Your company arrives at a village mid-autumn festival. There are no dice — you simply describe the scene. Your character, an old badger storyteller, spends a Comfort token to console a local who lost their home to the war. For the kindness, you gain a Nature token. There's no GM — together you decide what this place is and who lives here. The story grows from quiet and attention to one another.
Playstyle
Narrative Social Exploration Fantasy
Key mechanics

Diceless, token-based

No rolls. Moves spend and earn tokens, and a scene's outcome grows from the fiction. Gentle, low-pressure resolution — the stakes here are emotional, not martial.

GM optional

There's no traditional GM: players build the world together through place, nature, and season cards. Authorship is shared — everyone brings their own piece of Hæth.

Animal-folk playbooks

You play a specific animal archetype (the Ragamuffin, the Poet, the Firelight, and more), each with its own cozy moves and small drama. Character sets the tone, not a power set.

Cozy, without violence

Conflicts are settled with conversation, not a dagger. The game is about peace, care, the seasons, and recovery after a war. Redwall meets Animal Crossing's endless Sundays.

What people say
It positions the drama of the Redwall series alongside Animal Crossing's endless Sunday afternoons, and displays the competence to juggle both of those vibes in a single game.— Chase Carter, Polygon
Once conflict arises, it is most often settled with dialogue and not daggers.— Chase Carter, Polygon
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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