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The Wildsea

Core Rules
Chainsaw-sailing across a treetop ocean in a world swallowed by wild growth
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fantasy
ExplorationNarrativeShip-BasedWorldbuildingCharacter-DrivenCollaborativeFiction-FirstTag-Based
Languages: English, Italian, French
Diced6 dice pool
System FamilyStandalone
Cost$$
LicenseProprietary
PublisherMythworks (Felix Isaacs)
Year2023
Complexity Low
Accessibility Medium
Community Low

Core Mechanic

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.

Best For

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

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

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