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Interesting TTRPG set in a speculative-fiction future version of the Mojave Desert, 200 years after the revolution that narrowly prevented a nuclear apocalypse. 

There's a lot to explore here, with plenty of material to hook potential players.

The setting forms a major part of the game's appeal and is established well in just two pages. To summarise, social priorities have shifted away from capitalism and most communities are smaller and more supportive of their members - save for the outsiders who form bandit gangs or delve into the ruins of the Old World to seek relics that can grant them the power to raid resources and claim territories for themselves. Fortunately, the Dunewardens - nomads with the means to help people and the urge to do so - travel between settlements to help deal with problems. 

It's rare to see a mostly-utopian world in a TTRPG, but this one seems to strike a good balance between its hopeful tone and the lingering potential for conflict. Sadly, there are no example adventures, NPCs or more specific locations detailed in this text, which feels like a bit of a missed opportunity.

The system and its mechanics are quite detailed, spanning about 16 pages - fans of crunch will likely enjoy getting to grips with this, while others may find it somewhat daunting. Fortunately, the character sheet helps to present key information about PCs and their resources in a straightforward way.

Overall, Dunewardens presents an intriguing world and a strong premise for getting players straight into exploring it. However, its success will rely heavily on a GM who's both willing to familiarise themself with the extensive mechanics and to fill in the details of the setting and its inhabitants. 3/5 stars - enjoyable.

It’s funny, I’ve been planning to add an adventure for a while but have had other projects to work on. I appreciate all of the positive comments and feedback!