Gentle travelling stories of animal folk in a peaceful world, focused on seasons, small moments and community.
Belonging Outside BelongingPastoraldicelessplaybooksworldbuilding togethertravel proceduressafety tools built inAny lengthNeeds a GM
5.9
Geek rating
From 3 firsthand play reports in 2 r/rpg threads. The threads alone average 8.7.
Player rating—/ 10
No visitor ratings yet.
Discussion5.4/ 10
93 r/rpg posts named it, October 2023 to October 2026.
Rules weight
Fits on a page. Hype 4.6 for its age.
Have you played it?
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Didn't work for usOne of our best
What players say
At the table
Firsthand evidence here is thin: three reports across two threads. One group of three family members played a full Wanderhome campaign of a couple of hours a week, mostly without a GM. In the other thread, one player's roundup of their year's games says group location-building takes up a large share of each session.
What works
Beginners could pick it up. The campaign group, playing together for the first time, found it very accessible. (thread)
It needs little prep and is highly collaborative. That group mostly ran it GM-less. (thread)
The animal and nature themes landed well with that group, and interest held through a full campaign. (thread)
Building locations together hooks players into plot points and is enjoyable in its own right. (thread)
The "You can always..." playbook actions drive play and give a fallback when players don't know what to do. (thread)
What tables struggle with
Location-building takes about a third of session time. The reviewer finds it worthwhile, but groups wanting a leaner pace might not. (thread)
One group wanted classic dice rather than the token mechanic. (thread)
After a long cozy campaign, that group wanted violence and action, which the game doesn't center. (thread)
They also wanted a fantasy or sci-fi game with a magic system, and Wanderhome doesn't provide one. (thread)
The two threads don't contradict each other. The complaints come from a group that finished the game and wanted something different next, not from the play itself.
Who it suits
Newcomers to tabletop RPGs, especially families or friends who want a warm, collaborative game.
Groups happy to spend real session time building places together.
Tables that prefer shared storytelling to dice-driven tension or combat.
In players' words
"It was very accessible for beginners. This was our first actual campaign." (thread)
"Location building probably takes a third of the playtime in any given *Wanderhome* session for me, but it's very much time well-spent." (thread)
The threads behind it
Each thread is rated for the play it describes, from the firsthand reports in it. Load one here or read it on Reddit.
8.8
Here's 24 tiny reviews of the 24 TTRPGs I played in 2024.
The thread is mostly a roundup of 24 other games. The Wanderhome material is the author's tips, who calls it their favorite RPG, plus one commenter saying they love it. Play is described as warm and collaborative, with group location-building taking a large share of each session and well worth it. 2 firsthand · 28 comments
Just wrapped up our Wanderhome campaign. Help me decide what’s next?
The thread is mostly about what to play after Wanderhome, so the only firsthand report is the original poster's. They played a full campaign with their mom and sister, loved it, and finished it. They now want dice and violence, which Wanderhome doesn't offer. 1 firsthand · 12 comments