What is this?
A tabletop roleplaying game is a story you build together by talking. One person describes a situation; the others say what their characters do; and when the outcome is uncertain, the dice decide.
No board to win, no script to follow. All you need is a few people, a handful of six-sided dice, and somewhere to take notes. Wanderstar hands you a world that’s already authored and a system light enough to disappear into it.

The world
Generations ago a sunless rogue planet — Wanderstar — swept through the solar system, and humanity rode it out across intergalactic space toward a satellite galaxy it now calls the Shore.
That crossing took thousands of years and split humanity into four peoples carrying very different histories. The Shore is home now: vast, unevenly governed, and full of systems with their own politics about who belongs and who doesn’t. You play Wanderers — the people moving through the gaps.
The four peoples
Eight thousand years of who-left-and-who-stayed walks into every room with your Wanderer. Pick where you come from — it’s the first thing the Shore reads about you.

Sleepers
Frozen before the voyage began, woken into a Shore that moved on without them — the most human of the four peoples, and out of time.

Wanderborn
Children of the crossing. Five thousand years of the dark between galaxies, carried in their bodies, their culture, and the way they move.

Seeders
The Shore's oldest establishment — the ones who jumped first and built the institutions everyone else inherited, for better and worse.

Companions
Engineered for labor, owned for generations, then free. The youngest people, still deciding for themselves what their name means.
How it plays
A core with almost nothing to carry. Competent people in a dangerous galaxy, and rules that let you find your own balance of action, travel, and talk.
Roll 2D6, beat 8
The target number is always 8. Difficulty comes as Advantage or Disadvantage — roll three dice, keep two — instead of a column of modifiers. The math is lighter than any game you're coming from.
No hit points, only trauma
Harm lands on two tracks — body and mind — and the serious wounds take real time to clear. It's a system about consequences that stick, not numbers ticking down.
The players roll; the world doesn't
There are no enemy dice and no stat blocks to manage. Difficulty lives in the fiction, not on a chart — so the game is fast to run and never moves the number on you.
A table of any size — or none
The same rules run a classic group with a GM, a single player alone with the oracle, or a leaderless crew sharing the world. Solo isn't bolted on; it's native.
The toolkit
Everything you need to play is already on this site — built for the game, free to use, and saved in your browser. Nothing to install, nothing to buy.

The world is here now
A strong, specific science-fiction world and a system that stays out of its way — playable with or without a GM, and free.
