6/8/2023 0 Comments Wildermyth beginners guide![]() Personality stats are a great way to make characters come alive. Some stats have different natural ranges, which is a bit awkward, but that's where we're at right now. You can use any of the stats when selecting targets and determining difficulty rolls for events. Stats are divided into Prime and Secondary, and into Gameplay and Personality. (History lines cannot be queried, but can apply aspects, which can be queried.) Hooks are just aspects with a special naming convention and some extra tooling around them. Aspects are the workhorse of the dynamic content in the game, almost everything you need to know about a hero, site, anything really, can be accessed as an aspect (other than stat values). Aspects can carry stat modifiers and Effects. Stuff like "human", "female", "attractedToMen", "hunter", "missingLeftArm". You can call out hooks when adding story roles, if you want to tell a whole story that hinges on one, or if you want to call out an optional character to provide an alternative path, that sort of thing.Īspects are just facts about the hero. Hooks are great things to hang quests off of! They're also useful for letting a hero have a moment of badassery or weakness that's totally in theme for them. History lines leave behind a number of Hooks (usually 3 per hero), which are more specific character aspects and often take the form of a personality flaw or quirk. These affect prime stats and personality stats, and also seed Hooks. Hero History is generated as three lines, an Origin, and Anecdote, and a Motivation. Heroes are generated with History, which drives Aspects, which drive Stats. ![]() It's good to have a handle on this so you know what you can do. This is a quick overview of how the game functions. TODO - The equipment design is in pretty heavy flux right now. Every piece of equipment has a description, some narrative insight that follows some general rules. Generally procedurally generated, but its history grows over time. Human magic is performed by mystics who interfuse with objects to manipulate them.īut also, some monsters can perform magic and/or ARE magic. I mean, Drauven are kindof on the line, aren't they? But certainly none of the "stock fantasy races." But I mean, we COULD have some badger-people or some other weird stuff. There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. ![]() Read some in-fiction lore here.Īll monsters are indeed monstrous. They prefer to attack minds and souls directly. Their powers are more subtle than those of a Drauv, but more frightening. Their creator may be long gone, but the Morthagi themselves have persisted, clanking and hissing in the dusty, forgotten corners of the world. Morthagi are clockwork undead, created from bone and metal long ago to serve some dark master. In the meantime, they continue to create the beasts as quickly as we can slaughter them. They seem to be doing this experimentally, in pursuit of some deeper truth, but to call them "scientists" would tarnish the word. Gorgons have been corrupting the local wildlife and turn them into raging tentacular monsters. ![]() They decorate themselves and their environment with bird and dragon-like motifs. Read some in-fiction lore here.ĭrauven are grouchy lizard-folk who primarily live in the trees of forests and swamps, or in trees within swamps, but are happy to descend to the ground to go raid a village and maybe snack on a villager. They put stone and fungi to creative use, and our heroes aren't sure whether their power comes from their own passion, or from something more sinister. Fiddles are probably cool, right? I don't know.ĭeepists are a minotaur-worshiping cult who live in cave systems. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don't quite do banjos and cowboy hats. No British accents or isms, unless it's a particularly foreign character. This applies mainly to flora and fauna, but also to little things like, we don't talk a lot about nobility, kings and queens, and we don't use a lot of the strongly-flavored medieval-fantasy words. Or at least, if you have a choice between American and European, lean American. The Yondering Lands are sort of vaguely American. The history of the lands are repeated patterns that are still never quite the same. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. Civilizations rise and fall, and threats to humanity wax and wane. 5 Stretching and Establishing new Content.2.5 Effects: Triggers, Targets and Outcomes.
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