From publisher blurb:
You are an ancient and powerful magical artifact...
... and those who wield you believe themselves heroes...
... but they are nothing more than disposable pawns.
Who was the wielder, Elric or Stormbringer?
Did anyone ever really master Sauron's One Ring? Or was it the master of all who carried it?
Orna, the sword of Tethra, tells the hero who picks it up the stories of all its murders... thousands upon thousands...
Claíomh Solais, the Sword of Irish Kings, always seemed to have its own agenda, regardless of who held it...
Tales of "willful weapons" are rife in fantasy literature, and now, here is your chance to play one.
What is Wield?
WIELD: Chronicles of the Vatcha is a new "Little Game" from the creators of Wicked Fantasy, Gillian Fraser and John Wick.
It includes rules for creating "vatcha" (willful weapons) and telling their stories. They are ancient and immortal. Their plots and plans may take centuries to accomplish. And the vatcha carry them out... one wielder at a time. For those they choose to wield them are powerful beyond the dreams of men... and nothing more than the vatcha's pawns.
What Is WIELD About?
WIELD is about power. How much do you have, how much do you give up and who has power over you? It is about negotiation and compromise, surrendering and gaining power over another.
A vatcha has almost limitless power, but it can only channel that power through a wielder. Thus, a compromise must be made between the two. How much power will the vatcha surrender and how much of his own Destiny will the wielder compromise for the vatcha's goals?
How Does WIELD Do That?
Each player in WIELD takes on two roles: a vatcha and a wielder (for another player's vatcha). At first, the vatcha are reluctant to give their wielders too much power, but in order to accomplish their goals, they must surrender some of it to those who wield them. For in truth, a vatcha without a wielder is powerless. It needs human hands to channel its magic. Otherwise, it is just another ring or just another sword sitting in a desert or at the bottom of a lake, waiting for some fool to pick it up.
And thus, the vatcha must negotiate with its wielder. Each wielder is a hero who has their own heroic Destiny to fulfill. If a vatcha is to accomplish its own goals, it must deal with its wielder's Destiny... one way or another.
Each vatcha has a CONTROL trait. This gives the vatcha control over its wielder's actions and will. But when it gives its wielder power, that Control goes down. The more power the vatcha gives, the less it can control the actions and will of its wielder.
And that's the problem: in order to get what it wants, the vatcha must surrender its control. How much control is enough? Can it surrender too much? And what happens when the wielder takes control?