What is the game’s purpose, who is it for, and why build it?
The Wayfarers TTRPG system is meant to give players a wide variety of expression and customization through simple options. The goal is a system that removes the redundancies you would find in other TTRPGs and replaces them with streamlined mechanics. Players can adjust how complex and robust they want their mechanics to be, for a more tailored experience. The system should reflect the vision of a character narratively and thematically, not just mechanically.
The system is setting agnostic, able to support a variety of genres and stories. Characters should be able to achieve a lot narratively without being proficient in everything mechanically from the start. Any character can attempt almost anything, whether or not they’re good at it, but a character with the right skills has a much easier time.
Classes: a fluid middle ground
Each class needs an intuitive, easy-to-operate base toolkit that feels complete. Instead of a rigid class-based system or a light classless one, Wayfarers mixes the two: classes categorize the general playstyle and types of abilities a player can have. A player should be able to do just about anything, but it should be difficult to do everything.
Group synergy isn’t required, but it is encouraged for players who want to use team composition. Either way, many parts of the game can lead to epic moments.
Organized options
Classes, feats, spells and other options are sorted into easily recognizable groups so players can quickly find the kind of effects they want. An expanded, categorized list of options makes for interesting characters: two characters with the same class and lineage can turn out wildly different, in creation and in roleplay. To help with balance and analysis paralysis, and to give a sense of progression, certain skills and abilities are required.
Combat length
Combat should be snappy, with enough time to create and respond to opposing tactics.
| Fight | Rounds |
|---|---|
| Quick | 2–3 |
| Moderate | 4–5 |
| Boss or long fight | 6–8 |
A round in Wayfarers is 15 seconds, so a long fight lasts about 2 minutes of game time (compared with 48 seconds for 8 six-second rounds in other games). Combat doesn’t need a grid: most abilities use the ranges close (within 30 ft), near (30–60 ft) and far (60 ft+). See Combat.
Vulnerability, resistance and statuses
With a larger emphasis on resistances, vulnerabilities and status effects, the design leans on lower dice values over larger ones, especially the number of high-value dice. Classes can create and spread vulnerabilities, so there are already ways to make many enemies take considerable damage. Big dice all rolling max is fun, but it should be worked toward, not easy.
Characters and enemies have lower health pools, so fights feel less like HP-sponge battles. Abilities that control the field and create opportunities should be as rewarding as raw damage. Combat is at its best as an intricate dance of positioning, creating advantageous situations, attacking and defending.
Some enemies have conditions that must be met before they take full damage.
The GM
Much of the system is built to give the GM an easier, more streamlined experience: fewer obstacles when running encounters, less time rolling dice, and multiple ways to track players, actions and decisions. There are also systems that help the GM weave character backstories into every tier of play. See Running the Game.
Types of stories
The system can host many story types, but the clearest is the Hero’s Journey. Player characters are heroes going through hardships, so many mechanics come from a place of strength with constraints. The lower tiers can feel challenging. Players should never feel they have to optimize to succeed: each player decides how mechanically crunchy their character is while the GM focuses on the story. Every player character should have a flaw and a secret for the GM to weave in and out of the story.
Why this will be fun
Whether you want to try out character concepts, live out a power fantasy, explore the world, or engage in deep roleplay, there should be something for every player. The GM gets more to do narratively and a smoother way to frame and progress the story.
Thematic mechanics
Wherever possible, give thematic reasons for mechanics and mechanical reasons for thematic abilities.
Lower numbers, less HP bloat
Fun, unique abilities to string together, instead of everything being a mound of hit points.
Unwritten design topics
The source lists these headings without text yet: Damage scaling and lower numbers, Quicker Turns, Multiclassing.