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(+2)

If Bleak Spirit is Dark Souls, this is Bloodborne.

The layout is clean, the illustrations are nice, and it packs a lot of flavor into its 18 pages, so if you like storytelling games, and you like the lovecraftian gothic macabre of Bloodborne, this may be your jam. It *is* a solo game, and it works well as a writing prompt, but it could probably also be played with a team, with everyone making decisions for the central character.

There's combat (although it's optional,) and there's a lot of potential interactions with your encounters, so the game should be both exciting and stay pretty fresh throughout. That said, it does use a d6 random roll to determine a lot of narrative results, so whether things go well or ill for your character may depend a lot on luck.

There are typos in the current version, and I've documented the ones I found below in case it's helpful, but they're not super disruptive and don't mess with the meaning of any game content.

There's also a lot of things that are said in the rules, and then immediately re-stated, sometimes in the same sentence. This can be a little disruptive, but it's only really an issue when you're reading the encounter guidelines. Also, the game does have a quick reference for the rules on page 3 (and then repeated on page 17,) and it's very useful, so flip back to it if you ever get turned around.

On the very plus side, Wandering Spirit includes a legacy mode where you permanently change the game book each time you complete a character, and this is extremely cool. Honestly, the system is worth it for that alone.

Overall, I think I'd recommend this first and foremost to folks who like to write and who like gothic macabre in general or Bloodborne in specific. For folks who are not comfortable with their own writing, this game is a great way to tell a story without any pressure and with a cool atmosphere and maybe get past that block.

Wandering Spirit is also pretty well-suited for the solo ttrpg crowd. It's got just enough crunch via its dice rolls and mechanics to avoid being a purely just-tell-a-story game, but it's much more about flavor and atmosphere than it is about rolling. If you like branching path gamebooks, you'll probably also like this for similar reasons.

Minor Issues:

-Page 2, para 1, "adven ture" adventure

-Page 2, para 2 "anything make you uncomfortable" makes

-Page 2, para 3 "characters story" character's

-Page 2, para 3 "and even location to" locations

-Page 2, para 2 "pull our the full length" pull out

-Page 2, The Cards, para 1 "looking u p" up

-Page 4, para 1, "reach you inevitable awaken" reach your inevitable awakening

-Page 4, para 2 "find answers the answers they seek" find the answers they seek

-Page 4, Huntsman of Beasts, "torn an bloodied attire" torn and bloodied attire

-Page 6, para 1, "use the cards value" card's

-Page 6, para 1, "page #" page number is missing

-Page 7, para 1, "rolls the d6 again" roll

-Page 7, last para, "I was the meal. ." extra .

-Page 9, para 2, "to use an Thing" a Thing

-Page 10, para 1, "choose an option from the below" from below

(+1)

Thank you for the review and feedback! The issues you mentioned are on my list to be checked again and will be fixed in the next digital version release if they haven't already been found (I had an editor look it over). I do have an issue with run-on sentences and repetition in my writing and appreciate you catching it and listing the issues.

(+1)

No worries! It's a super cool game.