Playtest Alpha— unfinished and still changing.

Wanderstar

A science-fiction tabletop RPG

A story you build together about the people who don’t stay put — drifters, scouts, fixers, and survivors living at the edges of a galaxy that crossing left behind.

Free to read · free to play · nothing to install

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.

Dice on a worn table — the spine of every Wanderstar scene

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.

A Sleepers Wanderer

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.

A Wanderborn Wanderer

Wanderborn

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

A Seeders Wanderer

Seeders

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

A Companions Wanderer

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.