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Würm

Fantasy History (Prehistoric)

Description Based (Narrative more so than Dice) Dice (Primarily d6) Point Based (allocate points to get skills, powers, etc) Trait / Aspect Based (personality affects gameplay)

Würm is a system-lite RPG with an indie aesthetic that sets in the last period of the Ice Age. In this long-forgotten time, many powerful creatures roamed over a vast territory covered in steppes and taiga, reaching from the white mountains to the raging sea: mammoths, aurochs, bison, giant deer, cave bears and cave lions. Among these huge creatures, two species of humans live in small communities of hunter-gatherers: the robust Bear Men (Neanderthals) and the taller Long Men (Cro-Magnon, or Cavemen).

In this game it's up to you to imagine what life was like for our ancestors, and provide your own vision of this time before time. During your adventures, whether simply surviving or going on perilous hunts and legendary quests, your characters will gain strength, wisdom and prestige by exploring unknown territories, daring to enter mysterious caves, seeking out the powers of ancient spirits, or challenging the creatures of the night.

All the rules you need to play Würm are included in the core rulebook. These rules were designed to be simple and clear. For the most part, they only require a few six-sided dice. Most of all, they were designed to reflect the challenges of the Stone Age. For example, to develop the characters, you won’t need skills and stats, but a number of Strengths and Weaknesses that are connected to specific totems. Additionally, Talents and Secret Techniques represent the abilities that a character will have to learn, such as painting, shamanism or certain combat techniques.

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