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Wanderhome vs Warhammer Fantasy Roleplay

Compare Wanderhome and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

WanderhomeWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleCozy, Narrative, Diceless, GM-Less, Collaborative, Character-Driven, Atmospheric, Rules-Light, Roleplay-HeavyCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicNo 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.Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
DiceDicelessd100
ComplexityVery LowMedium
AccessibilityHighLow
RunnabilityMediumHigh
LicenseProprietaryNo open license
Cost$$$$$
PublisherPossum Creek GamesCubicle 7
Year20212018
Best ForGroups who want gentle, non-violent storytelling about animal-folk journeying through a pastoral world: exploring themes of community, seasons, and small acts of kindness.Groups who want dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
HighlightsBest 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 journeyThe career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests.
ConsiderationsToken economy is the only pacing mechanism which can stall play, shared narrative authority can lead to uneven participation, playbook Natures may feel constraining over long sessions, limited published supplemental contentThe rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills.