Wildermyth

Wildermyth is a different kind of RPG – one which takes place across decades and, possibly, generations. Characters are not avatars, but erstwhile companions in a company of heroes. Technically, it has a multiplayer component.

My first attempt at Wildermyth was with a friend. While I could see the potential, the confusion of who controlled what characters and which decisions got made inevitably ended with failure and our defeat. I think this was at least partially a misunderstanding of what Wildermyth is, mechanically: closer to AD&D than 5e. In some ways, I’d say that it is simply a high production value version of Dungeon Robber (though with quite a few more story elements).

Admittedly, that’s probably not the best comparison, but the fragility and limited abilities of your main characters is certainly reminiscent of it. Once I was on my own and controlling all the characters, the true charm of the game was far easier to see. Each campaign is made up of several different acts where you must confront a new threat while developing the relationships and handling the random encounters your party of adventurers runs across. A number of plot hooks are randomly added to the overarching story, making each adventure unique and setting each of your heroes on a different path – the humor and whimsical nature of these side plots is exactly what you get in real life games. As you progress, the span of time between campaign arcs mean the children of your initial adventurers might end up joining your party. In other words, it takes all the things which make a D&D game with friends fun and mixes it together in a surprisingly effective way.

Now that I understand the game, I could definitely see giving another try at multiplayer. The charm of the adventure and my investment in the random characters which grew despite myself finally won me over. Tier One for now, though I’d recommend familiarizing yourself with the game before playing with others.

Steam link