Wildermyth Rethinks the Stories We Tell in RPGs
It had been 30 in-world years that I watched Fawn travel with her troupe, The Walkers of the Candle, in my most recent Wildermyth campaign. In that time, she rarely stepped into the spotlight, giving space for her comrades to shine. While the group did not have a leader, Tymlow the warrior had made it clear that she could get any job done without much help at all. Meanwhile Fen and Gail, the two remaining members from the original group, had discovered their own existential meaning between travelling back home and dancing with misunderstood spirits. Fawn had nothing but the stories to tell of others. Then the voidling called.
No one wanted to enter the tear of reality, but Fawn, who rarely felt the need to diverge from the party’s actions, felt differently. Words entered her mind—”communion, acceptance, care, intimacy”—as she drew near and submerged herself into the void. In that moment she met with the being that touched her heart with those fantastic emotions. The game prompted me to make a choice: Does Fawn give up her control to this unknown being? Or does she snap out of this dreamlike place to go back with her group?
Despite my sadness at the thought, I felt like Fawn would allow this being into some part of herself. There wasn’t much written after I made the decision about why, but it still felt right. This was Fawn’s chance to feel connected to something, to feel cared for by someone.
Fawn vanished immediately. Gail and Tymlow looked around calling for her for hours, but it almost felt like she had never climbed that mountain with everyone to begin with.
This is one of the many stories I’ve helped tell during my time playing the newly released Wildermyth, and every moment I’m struck by just how deeply the game provokes me to think about the story and it’s characters. It’s not a feeling I experience often in videogame RPGs. What leaves me more impressed is just how often Wildermyth diverges from my expectations of how videogame RPGs typically function to show me that something different is possible. For as long as I have been a fan of the genre I have known RPGs to offer me two things; deep explorations of worlds due to a longer length of text-based gameplay, and a numeric progression through the content that is transparent but limited in what the player can change. What I couldn’t put my finger on before playing Wildermyth was how much more limited RPGs really are.
For a long time videogame RPGs have utilized the lens of a single character to influence and witness the world through combat, dialogue, and quest sequences. A hero helps a travelling salesperson who lost some goods. A party member has a silent moment with the protagonist, sharing the hardships they faced. The party of misfits makes it out of their toughest fight yet and the player must choose at the end whether the enemy deserves to live. These are all scenarios that are easy to expect in any popular RPG title, but they are the result of games adhering to the videogame-player empowerment relationship.
Many times, the RPG character is designed for the player to customize and identify with. This is one aspect that could be said to be especially well-suited to videogames. Not because interaction inherently gives us the potential to experience stories which we suture ourselves into, but videogames have continued to foster a sense of identity with single characters since the early days of the medium. It was almost inevitable that the early translations of tabletop role playing for the medium would design a world for the player to interface via a primary character they can identify with. Consider games like Dungeon or Baldur’s Gate. These games attempted to automate the DM for the player to navigate. However, it was in that decision to automate the DM, and not experiment with how to create a system specifically for a computer, that videogames limited themselves to recreating only a portion of the RPG experience. In these games the personal character growth, party member conversations, quests, and numeric progression were all present, but the player character became sanctified in the process.

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