Mydwandr is complete game and setting from Old House Rules. It's 60 pages or so and calls itself Rules-Light. Here we have the bejewelled fruit of authors James and Robyn George's continued exploration into the art of the perfect small role playing game. We gamers are nearly all searching for our favourite game, that one that has it all. Of course it can't exist. But if you were ever to be stuck on that desert island, Mydwandr might just be the game that would see you through. All you really need is here: straightforward rules of play with a highly unified mechanic, magic, monsters, treasure as you'd expect. But what you might not expect in a slim volume such as this is the backbone of a setting: the world of Mydwandr. The detail is light but sufficient, clues to set a referee's mind racing but enough to get going pretty quickly.
Things I really like? The two and three dice mechanic (Doubles and Trebles as they are called in the game), the 'monsters' are called Hazards and include tricks, traps, extreme weather events and so forth. The magic system is free form- imagine what your character wants to do, roll the dice and see... The Magician's Hat magic item is like a Bag of Holding from DnD, but on your yead and I can't wait to use some Singing Bones! There are walking forests called Woodwandrs, which follow migratory paths around the world across the seasons. There's lots packed in here.
So, go and wander around Mydwandr, take a coastal path of Cornyth, enjoy some of the famous beers of Hafandr, but for goodness sake- don't drink a Skyfire potion!
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