GB Feature: Wildermyth Review
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And this is where the game's procedurally-generated nature gets to shine. While the big story moments are predetermined, each time you do something in the game, like visit a town, explore some ruin or attack an enemy stronghold, you get an event presented as a comic strip.
The event you get is drawn from a very large pool to the point where you'll probably complete several of the game's campaigns before you start seeing repeats. The only unifying quality of these events is their general air of whimsy. But other than that, everything goes there. Dealing with marauding bandits, following a mossy giant through the woods, falling through the ground to discover an ancient shrine, or getting fused with a bear spirit. You never know what the game has in store for you next.
And then, your characters and their associated hooks will adjust the specifics of how those events unfold. For example, during one of the repeat events I got, I found an idol with a huge gem embedded into it. The first time around, I had a choice to leave it alone or steal the gem. But then in another campaign, I also got an option to psychically communicate with the idol.