TALES From the Loom vs The Wildsea
Compare TALES From the Loom and The Wildsea side by side. See differences in complexity, dice, genre, and more.
| TALES From the Loom | The Wildsea | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Character Building, Collaborative, Crunchy, Deadly, Exploration, Freeform Magic, Journaling, Narrative, Tactical, Worldbuilding | Exploration, Narrative, Ship-Based, Worldbuilding, Character-Driven, Collaborative, Fiction-First, Tag-Based |
| Core Mechanic | Players roll a pool of d6s and count dice that meet or exceed a success threshold, usually 4+. They compare the successes with a GM-set difficulty rating. Three or more matching results create a WARP on a hit or a WEFT on a miss. The player then describes an extra benefit or a costly success, subject to GM approval. | Roll a d6 dice pool: 6 is a full success, 4–5 is a partial success, 1–3 is a failure. Doubles of any value trigger a Twist: something unexpected happens. Characters are defined by Aspects (gear, abilities, cultural traits) with associated damage tracks. Progress clocks (tracks) are used universally for combat, crafting, healing, and journeys. Drives give characters personal goals that earn advancement. |
| Dice | d6 dice pool | d6 dice pool |
| Complexity | High | Low |
| Availability | Free core rules | Free quickstart |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Jarren Magnell | Mythworks (Felix Isaacs) |
| Year | 2025 | 2023 |
| Languages | English | English, Italian, French |
| Best For | Groups that want deep character customization, collaborative worldbuilding, and a GM comfortable adjudicating player-created magic. | Groups who want exploration-driven campaigns in a wildly original setting: sailing chainsaw ships across living treetops with a diverse crew of humans, cactus-folk, spider hive-minds, and moth-people. |
| Highlights | The Weaving system prices player-created spells by tier and effect, giving each caster a distinct magical toolkit. WARPS and WEFTS turn matching dice into player-described benefits or complications, distributing narrative authority when matching results trigger. Reflections reward between-session character journaling with a bonus die on a later non-combat skill roll. | Seven playable species including cactus-folk, spider hive-minds, and moth-people, track system unifies combat, crafting, healing, and journeys under one mechanic, Silver ENnie winner for Best Writing, character creation uses modular Aspects (gear, abilities, cultural traits) |
| Considerations | Freeform spell creation requires players and the GM to negotiate effects, costs, and scope. Combat uses abstract range and speed bands, so it does not provide grid-based positioning. Characters die at 0 Wounds by default, although an optional rule permits survival with a permanent reduction. | Track-based resolution uses the same clock mechanic for all conflict types, d6 dice pool with doubles-as-Twist is the only resolution mechanic, equipment and aspect lists lack a comprehensive index, setting-specific: tied to the treetop-ocean world |