There’s a kind of group this game is great for. Those who need very little guide and have a lot of confidence. I love the world and its potential.
But its designed vagueness and its insistence on a player that will benignly exploit meanings is pretty frustrating for the more common player type who is trying to work within a canvas. The edges and skills are extremely alien to this kind of player.
And in uncertainty, broken habits form that can reverse confidence building when corrected. Every other RPG wants you to decide a course, and then roll based on your skills. The Wildsea wants you to look at your edges, and then manipulate your skills meaning to find solutions. My players in their uncertainty began to gravitate to the “instinct” edge since they could Handwave it towards their more normal play style, and became extremely frustrated when I shut it down (I don’t tolerate boring hacks. Instinct is not ‘the force’ guys).
I actually think I’d be a very good player for this system. I’m creatively assertive and my playstyle has a certain flair of wheeling and dealing. But this is not my group. This is another one of those games designed by someone who has a group of other GMs.
#TTRPG #Wildsea



