Looks promising and cool! Would you be able to upload a background-free version or plain text version? Thanks!
benji t
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Thank you! Tbh it's always on my mind but i have not had any time to work on it, life has been really hectic for the last... forever. I'm really sorry that this incomplete no-layout version is all there is now, but be assured that when i DO get the time, it'll be updated! I even have my eye on an artist that i'd like to pay out of my non-existent budget for this PWYW game :)
As of this writing, Wayfarer is the only game i'm working on, and it has been that way ever since its incomplete release. Any time i think of design and writing, i'm thinking of Wayfarer. But thinking of it and actually having the time to work on it are two very different things!
I know the core resolution works well. It's all the fluff around it as well as character creation i need to nail down. I want every character option to have pick lists so that no one has to rely on their creativity (though they absolutely could) -- daunting levels of writing for a non-writer!
The number of dice rolled is 1 plus the number of relevant aspects, so total of 1 to 4 dice. But if there are things that negate the bonus aspect dice, make sure not to add as many -- let's say you're miserable and the task is difficult, that's 2 negations. Even if you had 2 relevant aspects, that's still a single die rolled. Only if you have 3 relevant aspects do you get a bonus die, so a total of 2 dice rolled.
Thanks for checking this out!
This sounds a little like the Legend in the Mist rules that you're talking about, which makes sense as I drew some inspiration from it! Wayfarer has no strict rules (as yet) on when to burn tracks, only suggestions. As a game with lighter rules, I didn't intend to write out explicitly all the ways a track/tag is burned, these should come up narratively.
If you'd like more guidance on burning tracks, Wildsea and PICO are the core inspiration for that rule, you can check them out! I believe they each have free quickstart rules to look at.
Burning a track is sort of like a higher-order exhaustion.
Imagine how most days you use your phone and it runs out of juice. Charging it overnight means it's back in use -- this is marking a track, it's easily cleared.
Now, if you were some kind of computer whiz, maybe you'd overclock your phone to hack past some high-security defences, but that overheats and damages a part of the phone. That part can't just be fixed with a charge overnight, you have to get it repaired at a specialty shop -- this is burning a track, you need extra effort to clear it.
Hope that's clearer!
So i keep coming back to this amazing work for inspiration. One time it'll be for character creation. Another time it's for how Cezar lays out plainly how to play pretend together (you'd be amazed how many adults are stumped when i tell them about RPGs). Another time it's for sparks and how i want to hack it with clocks/tracks. And just today it's for the 120 world building tags. It certainly doesn't hurt that the art is great and i like pretty things.
Yes Everspark is rules-light... technically. But it's excellent in providing structure, advice, and tools (all somewhat optional but personally a strong recommend) to actually feel a lot more meaty and guided.
Everspark might be a hit for you if you're a fan of some of my other faves: Break!!!, Slugblaster, Grimwild, 2400, Cortex Prime, and Wanderhome. What ends up being a favourite of mine is a game that inexplicably offers different kinds of inspiration at different times.
I grew up on high fantasy novels, and will never tire of trying out new high fantasy games, especially those made by single creators or indie teams, to try and capture some of that magic. I daresay the Slayers system will be a great way to play out the fast-paced action of Drizzt and Wulfgar, Farideh and Havilar. Looking forward to a larger release (hopefully with more classes)!
https://joyofdice.blogspot.com/2025/04/carrier-bag-praxis-of-play-is-this.html
An application of Le Guin's Carrier Bag Theory to roleplaying games and expanding our idea of play
Love this! Tiny round poofy birbs will soon make their appearance on my table!
Just wanted to clarify your design intents: a birb can fly (fast! stay out of reach!), so are disadvantaged by requiring double rations, not being able to wear large armour, not being able to walk when holding things in foot, and only being able to hold large things when flying?









