Balance, rules, and systems are complete and playable, but are subject to change based on feedback and playtesting.
Optional Supplement: Rebuilding the Wild
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- Zelda Sprite Library (GB Style)
Bestiary (Rough, Work in Progress)
(The Bestiary is not complete - I've merely made monsters as I have had need for them for playtesting. Further, some monsters were made using older versions of the rules, so their numbers may be slightly different than would be gotten in the current version. However, I figure it might still be helpful to anyone out there who wants to use this system!
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- Hey folks! You may have noticed I've been rather quiet the past few months. In part, that was because I got deeply sucked into The Legend of Zelda: Breath of the Wild. I put at least a hundred hours into the game, and didn't find 100% of anything - Shrines, Korok Seeds, weapons, pictures, sidequests... But I really, deeply enjoyed the game; more than I've enjoyed just about any video game that's come out in the past few years.1
Once I beat the game, I got to thinking: "Man, I wish there was more adventure I could go on in this world. More places to see, more people to talk to, more bad guys to fight. More weapons to find, break, and find again. More armor to quest after, farm for, and proudly wear. I wish there were huge, intricate "Zelda-style" dungeons. I wish there were more races and civilizations, with more lore that I could dive into. I wish there were more places like Tarrey Town, that I could help rebuild after defeating Calamity Ganon. So I guess I wish there was just... more."
And that's when I realized: I could just make a Tabletop system.
So... I did.
1The previous record holder would be The Elder Scrolls Online, which I've sunk literal weeks of playtime into. However, it has a variety of factors helping it in my estimation that don't apply to other people, so it gets an asterisk next to that record.
Reclaim the Wild features character creation and progression that discourages min-maxing, in favor of creating capable, well-rounded Heroes that still have their own strengths and weaknesses. The Races, Techniques, Spells, and Feats that can be used to customize those Heroes draw from the rich well of past Zelda games and their lore. The Tokens of Heroism used as experience points are gained not through wanton slaughter, but by performing heroic acts (large or small) and by exploring the world the GM creates.
The game features a heavy focus on equipment, crafting, and resource gathering: weapons and tools can break, materials can be found in the world or scavenged from fallen foes. Additional equipment can be gained by fighting stronger foes - either by scavenging their better materials, or taking their weapons and items directly. If the players and GM agree to use the Rebuild the Wild supplement, they can take their materials and invest in actually rebuilding a Hyrule ravaged by Ganon's century of darkness, reaping not only profits, but creating a thriving community where once stood only desolation.
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- From early March 2017, until the time I made this post, I've been writing this system, running it through loops of feedback with my close friends and fellow PTU players, and (when I have the chance) running the occasional one-shot playtest.
With all that work, the game was, in early July 2017, in a complete and playable Alpha state. It then went into Beta in October that same year.
Since then, following playtesting, feedback, and further iteration, I've continued to improve the rules and release updated Beta documents.
Information I'm looking for:
- What about the system is fun?
- What about the system isn't fun?
- What about the rules do you not understand, or feel you were confused by?
- Is there anything that you wish the rules covered or included, that they don't have currently?