Your Introduction to Vyshesk
1. There is No Mega-Plot
The GM is not here to tell a grand, prewritten story. There is no master narrative, no inevitable climax. The story is driven by your actions—what you pursue, where you go, and how you shape the world. The GM serves as a neutral arbiter, ensuring the world reacts fairly and dynamically. They have tools to create rich locations, compelling figures, and emergent plots, but the direction of the game is up to you.
2. You Need Goals
Your character—and your party—must decide what you want to accomplish. The world will not push a story upon you. Do you want to build a castle, establish a mercenary company, start a cult, or overthrow a tyrant? Your ambitions drive the game. Talk, plan, and take action.
3. The World Reacts
Vyshesk is alive. Factions—from thieves’ guilds to religious orders to noble houses—all have their own agendas and agents. They will move forward with their plans, regardless of what you do. Your actions will have consequences, shaping how these groups react. You may hear rumors of events unfolding elsewhere—these are not distractions, but the schemes of powerful forces moving behind the scenes.
4. The World Does Not Scale
As your character grows stronger, the world does not bend to meet you. There are monsters, warriors, and horrors far beyond your power, just as there are weak foes you will eventually outmatch. Caution is key—early on, you will need to fight dirty, think strategically, and pick your battles. Not every foe is meant to be fought, and some battles should never be started.
5. Long-Term Projects
Vyshesk is not just about adventure—it’s about building something lasting. The WWN rule system includes mechanics for downtime activities, allowing you to:
- Craft your own equipment, spells, and potions
- Build strongholds, towns, and fortresses
- Overthrow rulers and reshape the political landscape
