Gnome Made Games has released an 5E Dungeons & Dragons setting book. Those Who Wander looks to have a large focus on the character development and backstory for the players. The 475 page hardcover of Those Who Wander is available at DriveThruRPG for $49.95 or get the PDF for $29.95.
About the book:
Those Who Wander is a dynamic 5e-alternate fantasy tabletop game system distinct for its exponentially growing character paths, diverse and versatile parentages, enigmatic and awakening heirlooms, mechanically defining character backgrounds, and more.
The game’s name comes from the popular line, “Not all those who wander are lost,” originally penned by J.R.R. Tolkien. In more ways than one, Those Who Wander epitomizes the journey made of numberless steps. Each step is a decision—left or right. And each decision leaves its mark on you. No matter where you wander, we hope you feel at home all along the way.
In Those Who Wander, you first choose your character’s two birth parents. Any pairing is fine, with storyteller permission. Maybe your parents were both simple human peasants. Then again, maybe one was a fiend and the other was an orc. You decide.
Everything you inherit from your parents is innate. The learned traits come later.
Parentages include draconic, dwarven, elven, gnomish, halfling, human, infernal, orc, and more!
Next, you choose a background, which represents your life experiences, upbringing, and choices made leading up to your adventuring career. Each background has plenty of mechanical weight to it, since it includes what you know, what you’re good at, and most of what you carry with you.
Some families pass down a weapon, a suit of armor, a ring, or some other heirloom from parent to child for generations. Some characters simply pick up a bauble that seems significant to them, even if it’s worthless to others. These are heirlooms, seemingly mundane objects that grow in power over time. They even have a personality buried deep within that slowly reveals itself to the right person who takes the time to forge a connection with it.
One of the design goals for Those Who Wander is to free up the storyteller’s time by having them roll less often. Storytellers begin battles by choosing one from among four combat orders, depending on how the encounter begins. Turns proceed accordingly. No longer do you narrate your way up to a climactic battle only to pause, roll, and record the results before the action begins.
Another way we’ve freed the storyteller’s focus is by having players roll defense checks instead of the storyteller rolling creatures’ attacks. The spotlight brightly shines on characters, and the storyteller is free to narrate. We think these changes will make for exciting, seamless combat.