It should be noted, here, that I am always very reluctant to give 5 stars to anything. I always want somewhere to go if something even better comes along.
Mechanically, Wildsea is not my sort of game. I like more solid systems and mechanics, though I cannot fault the guidelines in this book (I believe that RPGs have systems and guidelines rather than rules). That I adore the game anyway is a testament to what an amazing piece of work it is.
Wildsea is innovative and imaginative, seeming to owe a lot to the spirit (if not necessarily the actual content) of a certain type of anime. The setting, the "wildsea" itself, is unlike anything I have seen before and is worth the price of entry even if you end up adapting it to a different system - for myself, I am determined to get the hang of the included system because it encapsulates the designer's ideas for the wildsea so well, however I can imagine it working as an excellent setting for D&D, Rolemaster, Mythras or some other fantasy TTRPG. In fact, a hybrid of Mutant Year Zero and Forbidden Lands might fit almost as well as the Wild Words system if the GM were willing to put in the work on conversion.
That said, the Wild Words system is smooth and easy to learn, recommending itself even without the more "crunchy" aspects which I usually seek out.
In short, this game is beautiful. Buy it. Play it. Love it.
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