The Wild Hunt – Other Worlds

When I sat down to read “The Wild Hunt” by Samantha Marie Ketcham Seguinte, I was thinking about doing a twitter read-through of it, as I typically do with shorter games or even longer ones I want to highlight. But something about it defied the type of writing I usually do for my read-throughs. Typically, I try to break a game into it’s component parts, circling certain segments and trying to create some narrative on how they build into each-other. But for “The Wild Hunt”, such an approach seemed inappropriate. It’s not as if there’s nothing to highlight, far from it. But each piece links together very intricately. It seemed like to focus on any tree would be to miss the proverbial forest.

That said, I am in murky waters here, as I’m really going to extrapolate my own meaning from the game, rather than trying to discover the mechanics that underpin it in order to create what I think was the designers’ goal. So be aware, in trying to understand the forest that is “The Wild Hunt”, I’m looking through my own set of eyes.

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Of Universal Systems

Every so often on twitter, as I scroll through the #ttrpg tag, I see a certain type of tweet. It’s always from an account with a game-studio-sounding name I’ve never heard of, something like Darkwood Games or Blathersplotch Studios. In the tweet, they announce an exciting new UNIVERSAL table-top roleplaying system! Finally! A system that puts YOU in control! You can do whatever you want with it! Be a pirate! Or a space captain! Or (insert third generic genre here)!

It always breaks my heart a little to see these posts, maybe straggling along with one or two likes. I add my own little heart icon, because hey, buck-up champ. We all deserve a shot, right?

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