![]() ![]() Most encounters have little to do with the core campaign. ![]() Not only do the visuals emulate webcomics, but the style of dialogue feels akin to something like “The Order of the Stick.” Lighthearted banter mixed with do-goodery makes for a calm sort of immersion, but nothing to ever put me at the edge of my seat. Players are introduced to panels similar to that of a webcomic. The story pops up each time a place is discovered or an enemy is approached. Once the campaign begins, relationships develop between the chosen characters with a simple decision: are they rivals, friends, or lovers? Various hazards befall the denizens of these fantasy-driven villages, whether they be gorgons terrorizing the lands or mystical technologies long forgotten making an unexpected return to sunbathed earth. Taking place over a series of campaigns, Wildermyth follows characters that are customizable in terms of visuals. I had my doubts, but the promise was too alluring to pass up. Applying randomization and procedural generation to numbers - gameplay - is an easy task, comparatively speaking. A simple idea, but one that requires a wealth of work and intricacy. Wildermyth attempts what roguelikes haven’t even thought to do yet: use roguelike mechanics for storytelling. ![]()
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