15 Apr

Improvised Magic

When designing Reclaim the Wild, we intentionally kept Magic regimented and simple. This is, after all, how it is generally used by Link in various Zelda games – he learns specific Spells with specific functions, but he can’t create new magical effects out of thin air. Further, the versions of Hyrule we’ve seen throughout the Zelda games rarely had wizards and sorcerers who practiced flamboyant magic in the town square; even the few other Heroes we see were typically scholars, knights, or otherwise lacking in magical prowess.

However, players or GMs might want mages to be able to creatively use magic off-the-cuff, free from the shackles of rote, memorized Spells. Heroes in your game may want to craft small illusions to help tell stories by the campfire, douse the whole party in water to clean off after a particularly messy fight, or want to permanently enchant a door against being opened by evil creatures. For cases like these, we present Improvised Magic.

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02 Apr

Version 1.04

It’s time for a new update to the rules! Funny how these keep coming out with some regularity, but it’s still fun for me to do these.

This version release is relatively minor, but I wanted to get it out sooner rather than later, because it carries a number of small quality-of-life improvements and clarifications that newcomers might find useful. As such, there aren’t any changes in the Bestiary this time around – a first for the system!

As ever, you can get the new version of the PDFs here (Mediafire), or you can use the Google Drive mirror (Google Drive).

Check out below for the full changelog!

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