Let’s start with the most basic details. Wyrms is a small box set that uses a streamlined version of the Tri-Stat system that powers BESM Fourth Edition and Absolute Powers. The box includes a 32-page rulebook, six scenarios, seven pre-generated character sheets, and four custom d6 dice.
Now, when I say the rulebook is streamlined, I mean STREAMLINED. If you don’t need it to play, you don’t get it. The game takes place in the World of Khalud, which is described as “an archetypical, yet abstracted fantasy world.” There are a few more sentences, but that’s enough of a description for most players. Since you are playing as Dragonkind, there is a whopping page and a half talking about Wyrms and Dragons. Again, it’s all you need.
The chapter on Character Creation is only 12 pages, but is somewhat unnecessary since you can play with the pre-generated characters. At the same time, you can create your own character with the included rules, and/or supplement that with basically any of the Tri-Stat system core rulebooks, including BESM, BESM Naked, and Absolute Powers. I presume you can also use the Tri-Stat pocket core book which has no art or “fluff” and just the rules, but I don’t have a copy of that to confirm exactly what is included. One of the great things about this system is how it scales. A Dragon in BESM would be considered Gigantic, but that is Normal in Wyrms. With that, there are a handful of other adaptations to the rules for scale, but that too is easily explained at the end of the book.
In short, Wyrms has a perfectly distilled set of quickstart rules that will get you playing this, and any of the other Tri-Stat games.
Also included in the box are seven pre-generated characters, one Wyrm and six sundered Dragonkind. Having said that I now need to go into the lore a bit. In the world of Khalid, Dragons, Wyverns, Ryu, or any other category of what we would refer to as a “dragon” in the real world are collectively referred to as Dragonkind. There is no functional difference between any of them, and they all have the same origin: Wyrms. A Wyrm (in this game, at least) is Huge even when compared to the (Normal) Gigantic Dragonkind. Wyrms have the ability to divide their body and consciousness into multiple smaller entities, which is called Sundering. These entities are the Dragonkind that the players control. Imagine dismantling Voltron or the Power Ranger’s combined Megazord, but make them living creatures. Players individually control their Dragonkind characters, but may unanimously decide to go through the Fusion to unify into their progenitor Wyrm, which is controlled collectively by the group. If it happens at all, it would be most likely to happen at the climax of an adventure.
With that explained, players can use an included pre-generated Dragonkind character, or create their own. Similarly, the group can decide to simply grab the pre-generated Wyrm character or collaborate and create their own. It’s an interesting concept that I haven’t seen in other games. (I’m sure there is some sort of similar mechanic in the Power Rangers RPG, which came out at approximately the same time as Wyrms and well after other Tri-Stat games.)
The next thing included in the box is six scenarios. They are written to be played in sequence, but certainly don’t have to be. Although the last two are intended for more experienced players using slightly more advanced characters. Please forgive me for being a touch vague here, I like to keep my scenario thoughts as SPOILER FREE as possible. That said the first scenario is meant as an introductory adventure that allows the players to explore their characters and the world around them. As the scenarios progress, players will face moral challenges, political intrigue, Dragonkind society, and their own biological imperatives. Do I need to define “biological imperative”?
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Yes. I clearly do, you dirty dragon, you. In this case, the biological imperative is known as Singularity or The Great Fusion. Have you ever watched Highlander and thought “The stakes aren’t high enough”? Well, wyrms are instinctually driven to fight and kill the few other worms left in the world and eat their hearts to gain their power. “There can be only one” hits differently when that one is as massive as a wyrm. Sundermates don’t feel the need to kill each other, but the Sunderlings from other Wyrms are definitely on the menu.
In my opinion, the scenarios are the weak point of this box set. Each one is individually printed on high-quality card stock, with gorgeous artwork on the back side of the page. But a booklet would have allowed for more detailed scenarios, and probably also more of them. I want to qualify my opinion, by saying that I will always prefer more detail in adventures and scenarios. While I consider these the weak points, another Game Master may love filling in more blanks in their games. Especially in this case, it’s honestly a compliment. I want more detail, more story, and more lore of the wonderful world that has been created in Wyrms.
No witty segue here, the box also includes four custom D6 dice, with a wyrm-head engraved on the 1 side. That’s all about that. No, really. That’s it. I love the world presented here, the system works well and modifications to it are easy enough to understand to apply to content from other Tri-Stat games.
ou can find more about BESM products at BESM4.life and all of The Dyskami Publishing Company’s games at www.dyskami.ca or on Facebook at facebook.com/dyskami.
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