On paper, two warriors might be the same, but every time you play Wildermyth, those paper cutouts totting around the board become far more than a class or set of statistics." You might even surprise yourself by killing off a favourite because it feels like they'd gladly die if it meant taking a big scary monster with them. Even death is often your choice - should a character lose all their hit points, you can choose to sacrifice their limb instead, or let them die to protect their friends, granting an armour bonus to everyone else for the rest of that fight. Battles are short and small scale, utilising the fairly standard XCOM-ish two actions system, but even the most colourful life is fragile and could be ended with one or two blows. "And many of them will contextualise, and directly change the battles you fight, and the way you fight them.
All of them will breathe life into your story," Sin explained elsewhere. "Most of these decisions will have consequences. I'd just like to point out the party member names Borglin Stack and Soria Gore. Your band will grow more powerful, sure, but they'll also age, and develop relationships, and fall in love, and grow as people, and suffer tragedies. Wildermyth always starts with a band of farmers taking up arms against monsters, then spirals from there depending on their randomly rolled personalities, and how your adventures go, and the decisions you make.