This playbook exhibits not only the strength of Wanderhome as a canvas for creators, but also the writer’s creative understanding of the game itself. Like the best playbooks, it is at once a whimsical character archetype, a window into a relatable sort of personal anguish, and a demonstration of self-love—a song of oneself, in a Walt Whitman sort of way.
The art and layout of the playbook look perfectly in keeping with the core book, down to the font choice, the worldbuilding-by-vague-implication, and the playful treatment of duality: not just “two you are and two you aren’t,” but “two you share, and two you keep for yourself.”
In fact, that’s the central conceit of the playbook itself: what parts of yourself do you share to an audience, and what parts do you keep to yourself? Having spent time online and in the public eye, I can attest that being a Personality for an Audience is a position that can be exhilarating, validating, or horrifying, depending on the moment.
But the playbook itself takes an optimistic approach to masks, positing that you can wear a mask not to hide from the world but instead to share something that reads clearer within a crowd. The playbook, in its structure, posits that hiding parts of oneself can be pro-social, because some stories are strengthened by exaggerating your movements and saving the wrinkles in the story for the backstage.
itch.io is an open marketplace for independent game creators. It's completely free to upload your content. Read more about what we're trying to accomplish and the features we provide.