With my back(b)logged posts out of the way, it's time for a Cartoika of Curiosities original, and what better game to start with than the one this blog owes its name to, The Wildsea by Felix Isaacs, Mythworks, et al.!
I've been one of the foremost fans of
The Wildsea since its early days in 2020 (before its original Kickstarter campaign, and years before the likes of
Quinns Quest covered it), and in the years since, it's garnered renown for many things: a wildly imaginative setting, stunning artwork, and a pretty great narrative ruleset, to name a few (it even won an ENNIE for writing!).
Genre-wise, it's quite the mishmash, what with its oddball take on nautical fiction and New Weird-style fantasy and various other influences; people have called it everything from post-apocalyptic to (ugh) leafpunk, but here I want to focus on a particular way of looking at it that I think often goes under-discussed, despite how richly it features in the game, and that is the particular form of horror the game embodies: bright horror, to use the designer's own terminology.
In this post, I hope to shine a spotlight on some of these darker aspects of the game and setting, and hopefully convey some advice on how to actionably make them manifest in your game!