In the last 12 months, we’ve experienced a lot of change with Wretched. When the core book was released, we were still uncertain if players would be interested in embodying greedy and lewd scoundrels. However, the response was positive, and we quickly realized we had tapped into a market open for this type of gameplay. As a result, we shifted our focus to developing Wretched into a full game line. Our exploration of new genres, including western, investigative and exploitation horror, space opera, and post-apocalyptic action, led us to introduce new mechanics and refine existing ones. Then came the OGL fiasco and we decided to cut ties with a licence that offered no guarantees and which we didn’t actually need in the first place.
With the release of the revised Wretched Role-Playing Game core book, we were able to move forward with our plan to create setting books instead of full games for our second editions. We wanted to provide fleshed-out settings for our players, and thus the world of Antillia grew. While we understand that many gamers enjoy creating their own settings, we believe having a developed world will be useful for game masters looking for a quick and easy setting for Wretched Bastards. In this second edition, you’ll find an expanded Antillia with a whole world to explore, even if it’s not yet thoroughly described.
We’ve also included The Seven Bastards campaign setting in the main book, so players can dive right in. Finally, we’ve added some new mechanics suited for fantasy games to round out the Wretched system and provide even more options.
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