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Review: Wandering Blades

by Ramanan Sivaranjan on May 29, 2025

Tagged: osr pbta 5e danielkwan

Wandering Blades

The Kickstarter for Wandering Blades is coming to a close. Wandering Blades is a new game from Daniel Kwan—who is notable for Ross Rifles, the Asians Represent Podcast, and living down the road from me. It’s an OSR game that swaps out your typical medieval-fantasy out for some wuxia vibes.

I wrote about Daniel’s previous game Ross Rifle’s back when I played it during BreakoutCon. The game is an interesting (and educational!) Powered by the Apocalypse game about the First World War. Daniel has also done a lot of freelance work, mostly in the PbtA or 5e space. Wandering Blades is interesting because you can see him bring those influences and experiences to the design of an OSR game. It’s interesting to see ouroboros of influences at play. Daniel mentions being influenced by games I would consider to have borrowed or been inspired by PbtA games. It’s all a bit of a circle.

The game has all the trappings of a D&D-like: attributes, hit points, character classes, levels, etc. There are some different names, but if you have played anything vaguely D&D-ish you’ll figure it out. The game has two core related mechanics: checks and saves. You try and beat a difficulty score on a d20 when making a check or a save. A save is reactive, you roll it to avoid a bad outcome. Daniel suggests some sample DCs so you don’t have to think too hard about setting them, the main thing I dislike about DCs. Where the game really branches out is when it comes to combat.

A lot of OSR games focus on problem solving. You will often hear this maxim that combat is a failure state. The rules for many OSR games often often produce grotty nobodies trying to survive long enough to become the sorts of powerful heroes you read about it books. (But I ask you, what campaign ever lasts that long!) Wandering Blades is trying to capture the mood of a very different sort of genre. The characters aren’t usually grotty nobodies, they are capable bad-asses. They might get hurt or die, but they are certainly taking a lot of people with them if that’s the case. The game does a lot of work mechanically to try and capture what makes a fight in those sorts of stories feel dynamic and interesting. This part of the game reminds me of 4th or 5th edition Dungeons & Dragons, where the designers tried to go further than “roll a d6 for damage”.

The two core character classes in the game are Youxia (wandering hero) and the Outlaw. The Youxia belongs to a martial arts sect, and has access to a variety of martial arts techniques to use in combat. Daniel describes a few different techniques, each with a very different mood. Outlaws gain skills as they level, but also have access to a small set of combat techniques. Players manage an additional resource, Qi Points, to perform their combat techniques. There are actions and reactions you can perform on your turn in combat. You might parry a blow, or counter attack if an enemy misses you. There is a lot more detail to the rules compared to a lot of OSR games I typically play. I was reminded a lot of Break!!, which also feels influenced by 5e and more “trad” games.

Wandering Blades feels like a good bridge game, something that you could probably use to pull in players who prefer games like D&D 5e. The characters you create have a bit more detail and mechanical weight to them. The rule set isn’t too far off from the core of D&D. The vibes aren’t particularly dark and grotty. I suspect the game won’t be a big leap for most 5e fans. If you’re an OSR fan that gets annoyed at games that aren’t doing any heavy lifting when it comes to mechanics and design, you may enjoy what Daniel has tried to do.

You have 24 hours (after I post this) to go back the thing. Go do it! Gotta support Canadian content.