

Each 'chapter' opens with a bespoke written opening and each chapter ends with a bespoke ending, but everything that happens in between chapter bookends is 'procedural', both in terms of gameplay and writing. How Wildermyth works is like this: at the start of the game, you generate a few characters and pick one of five 'campaigns' to play through, with most of these being five chapters long (a campaign being about 5-10 hours each). Since it's a bit atypical from most of the RPGs we cover, let me lay it out. It incorporates tactical combat as well, but the game's overall procedural structure is where it primarily makes its mark. I'd probably describe it as something reminiscent of a table-top experience, only with the game itself acting as your DM. So what is Wildermyth? According to its store page, it is a 'character-driven, procedurally-generated tactical RPG'. However, the word of mouth surrounding this procedurally-generated RPG was so great, I knew I needed to set some time aside to check it out before the year came to a close. Wildermyth is one of those games I've spotted out of the corner of my eye here & there, and it seemed interesting enough on paper, but with a busy schedule & a small team here at RPG Site, I simply didn't get a chance to check it out when it launched out of Early Access this Summer.
