December 3rd. December 3rd is the day Into the Wyrd and Wild drops on Kickstarter… Holy hell, less than a month away…
While I’m tying up loose ends, proofreading, editing, and making final revisions I’d thought I’d post a bit of a run-down of what the book is, what it includes, and some of what to expect if you snag a copy.
What is Into the Wyrd and Wild?
Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books. Presented within the book is a light overhaul of the adventuring system, modified to fit better with a campaign centered around forays into the frightening wilderness.
In addition to stocking the area with new monsters and set pieces, Into the Wyrd and Wild is also an attempt to increase the playability of the wilderness. Rather than have the wilderness remain a place along the way to a dungeon, it seeks to make the wilderness a dungeon in itself. Included in this is an essay on design theory as well as a way to easily and randomly construct a wilderness dungeon.
The book contains a variety of information for both GM and players alike. For players there is a vast array of strange items and artifacts, each embodying the haunting and feral nature of the Wyrd and Wild. There is also a section devoted to spells, specifically, Wyrd magics that may be just as deadly to the caster but offer great and terrible powers if they choose to harness it. Finally there is list of the odd and useful floras that dwell within the wilds, plant-life that ranges from profitable and wondrous, to deadly and loathsome.
For GMs, this book contains every possible thing you might need to run a wilderness-horror themed game. Monsters that present unique and specific challenges to the player, while also being terrifying and lethal; simple rules for use in the Wilds that make gameplay both easier and deeper; unique factions that exist within the Wilds, for use or adaptation in a home game; and of course a plethora of tables for generating random locations, treasures, encounters, and more.
While the contents of Into the Wyrd and Wild were designed for D&D and the OSR, this book has been written to be as system-neutral as possible. This means that:
Rules for wilderness travel and survival
Rules for Moon Cycles and strange phases.
Rules for hunting, tracking, and butchering monsters.
40+ dangerous and terrifying monsters.
40+ strange and savage items.
40+ spells and rules for channeling the Wyrd.
An essay and guideline on running and creating “wilderness dungeons.”
A step-by-step guide for generating your own wilderness adventure.
100 random wilderness locations.
Tables upon tables of random diseases, wilderness dressings, traps, hazards, flora, encounters, and MORE.
All illustrated with over 250 pieces of original art.
Whether you are a veteran group looking to make a foray into the terrifying Wilds, or new to the hobby and looking to spice up your game, Into the Wyrd and Wild provides something for everyone.