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Playing God vs Wanderhome

Compare Playing God and Wanderhome side by side. See differences in complexity, dice, genre, and more.

Playing GodWanderhome
GenreFantasyFantasy
TagsCollaborative, Diceless, GM-Less, High-Power, One-Shot Friendly, Roleplay-Heavy, Sandbox, Solo-Friendly, Superpowers, WorldbuildingCozy, Narrative, Diceless, GM-Less, Collaborative, Character-Driven, Atmospheric, Rules-Light, Roleplay-Heavy
Core MechanicPlaying God uses no dice for its core resolution: players choose from the minor and major wonders allowed by their divine rank, and each wonder takes effect without a success roll. Devotion plus History determines divine rank, which expands the number and scale of wonders available each age. The optional Deck of Fate adds uncontrollable mortal events, while avatar battles use a separate card-hand procedure or another system chosen by the table.No dice, no GM. Belonging Outside Belonging engine: earn tokens by inconveniencing yourself or stepping outside your comfort zone; spend tokens to help others, reveal secrets, or achieve difficult actions. Violence is explicitly absent. Playbooks define each character's nature through lists of things they can always do, things that earn tokens, and things that cost tokens. Seasons and nature guide the journey.
DiceDicelessDiceless
ComplexityMediumVery Low
AvailabilityPaidFree quickstart
Runnability2 of 5 book tools3 of 5 book tools
LicenseORC LicenseProprietary
Third-Party PublishingCommercial publishing allowed — ORC LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherGnome Made GamesPossum Creek Games
Year20252021
LanguagesEnglishEnglish
Best ForGroups who want to create a shared mythology across ages, either as a standalone campaign or as a foundation for another RPG setting. It also suits solo players and GM-less tables that enjoy negotiating divine alliances and rivalries.Groups who want gentle, non-violent storytelling about animal-folk journeying through a pastoral world: exploring themes of community, seasons, and small acts of kindness.
HighlightsEach of the 23 domains grants a distinct wonder and modifier, making a god's portfolio mechanically consequential. Wonders permanently alter the shared multiverse, producing a usable mythic setting as play advances. Lower-ranked deities can pool their allotments to perform major wonders they could not enact alone.Best TTRPG 2021 from Polygon and Dicebreaker, token economy (earn tokens by stepping outside comfort zone, spend them to help others) mechanically enforces non-violent play, Belonging Outside Belonging engine removes dice and GM roles, seasonal calendar structures the journey
ConsiderationsPlay centers on choosing and narrating godly wonders, with little direct support for character-scale action. Avatar battles use a brief card-hand procedure or another game chosen by the table, so the core book does not model positional combat. The optional Deck of Fate can impose Devotion losses or dictate a deity's next wonder, trading player control for unpredictable mortal events.Tokens are earned and spent to take certain actions, so a table that loses track of them can stall its own pacing. Shared narrative authority spreads scene framing across the whole group, which can leave participation uneven when confidence differs. Playbook Natures fix a character's emotional register, which can feel constraining across a long campaign.