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You can customize almost everything about the characters that join you, as well. One thing I quickly discovered is that Hanna-Barbera cartoon characters are easily recreated in Wildermyth, so my initial party of Fred, the warrior, Shaggy, the hunter, and Velma, the mystic, worked quite well for some time. Even the procedurally generated campaign seems almost natural in execution, creating memorable moments from event to event. For the most part, however, you’ll create your initial squad of three characters, and they’ll eventually all band together to stop monsters that are appearing all over the countryside, for example. There are five story campaigns in Wildermyth, in which there is an overarching plot line that gets sprinkled with random events that can cause different things to happen much later in the game. So is the goodness of Wildermyth a myth? Let’s find out.
![wildermyth mystic abilities wildermyth mystic abilities](https://www.gameindustry.com/wp-content/uploads/2021/07/Wildermyth-4.jpg)
Wildermyth actually acts upon the pretense that choices matter in a procedurally generated RPG, and sometimes your choices may come back to haunt you much later. In contrast, Western RPGs tend to be much more grounded in their plot escalation, though you have interesting cases where you go from, “Generic Sci-fi Soldier #11” to, “I’m Commander Shepard, and this is my favorite universal apocalypse on the Citadel.” A lot of WRPGs tend to present choices to the player as you adventure, but many of them are purely superficial (later Bioware games were especially bad about this). Many JRPGs begin with characters in humble beginnings, whom, through no fault of their own, oftentimes wind up felling a god by the end of the game’s run time.