Tales of the Village is an introductory roleplaying game published by Arion Games, best known for reprinting the Elizabethan-era Maelstrom and its other iterations, such as Maelstrom Domesday. The roleplaying game is intended to be played by younger players, aged between seven and twelve, but run by an experienced Game Master. Each Player Character is a young witch, living in a small, rural village, helping out with day-to-day tasks, but also helping the sick, finding lost animals, and dealing with such threats as greedy bandits, mischievous faeries, and scary ghosts! Or at least they aspire to do so, because being young, they show plenty of promise, but have only recently graduated as fully fledged witches.
To create Witch, a player rolls first for her Background, which explains what her parents do and grants her an appropriate skill. For example, the daughter of weavers learns Clothworking, whilst if the parents are castle guards, the Witch knows Brawling as a skill. A second roll determines how she became a Witch, such as a local witch shouting and pointing at the aura around the young Witch or because the Witch’s memory proved to be so good that a witch took her on immediately. Whatever way in which the Witch became a Witch, she is granted a random ability, and then two more, one from the training she receives from her Witch teacher and another from a life-changing event towards the end of her training.
Name: Ottilie
Class: Witch
Background: Minstrels
Skill: Entertainment
How Did You Start: Drove a mischievous faerie away
Teacher: conventional Witch
Event: Lifted a cure of locusts
Gift: Broomstick
Abilities: Naturebond, Potion Making, Shapechange
All of the backgrounds and events as well as the skills and abilities are nicely expanded upon and clearly explained. In the case of the abilities, there are some examples of their is too and the Witch creation process is supported with an example too.
Mechanically, Tales of the Village is simple. To have her Witch undertake an action, her player rolls three six-sided dice. Each result of five or six is counted as a Success. One Success is required if the task is Awkward, such as catching a pig; two Successes are required if the task is Difficult, like catching a sheep; and three Successes are required if the task is Very Difficult, such as catching a goat or wild hill sheep. This represents a Witch who is untrained, but if a Witch is trained in a skill, her player only has to roll four, five, or six to succeed, and if the skill or ability is mastered, her player only has to roll three, four, five, or six to succeed. The advice for failure suggests that it need not be absolute, and that if a player rolls Successes, but not enough to succeed, her Witch might get half way there or do most of a task, and so on. The consequences for failure comes into play in when the Witch loses in a mental, physical, or social contest. In which case, the player ticks a box on either the mental, physical, or social track. On each track, the Witch starts at Fine, but will go from Fine to Shaken to Beaten to Defeated. It is up to the player to roleplay most of these conditions, but if ever one of the tracks is reduced to Defeated, the Witch has failed at the adventure!
The advice for the Storyteller Guide is simple and straightforward. This is to set up minor challenges, a mix of challenges related or unrelated to bigger challenges, and even the main challenge. Overcoming such challenges should not wholly rely upon the Witches’ skills and abilities, but allow for player ingenuity and roleplay. The more minor challenges that the Witches overcome or deal with, the easier it should be to confront and deal with the main challenges. Unfortunately, there is no advice on running Tales of the Village for the specific age range it is intended for, and what this means is that the roleplaying game relies upon the experience of the Storyteller Guide more than anything else.
In terms of support, the Storyteller Guide is provided with a scenario, ‘Goblin Rings’. It is set in a happy, fairly ordinary village except that it is home to the Witches and there are unseen threats roundabout. The scenario consists of a series of small events, such as a child being sick or sheep going missing, the child being a sickly green in colour and there being no trace of the sheep. As the Witches solve each problem, they earn Success Points, and these can be used to ease the final confrontation against the villain responsible for the situation. None of the problems are overly challenging, should not take too long to play through before the final encounter, and is thus suitable for play by its intended audience. ‘Goblin Rings’ is a charming scenario with a fairy-tale feel that its audience will enjoy.
Physically, Tales of the Village is neatly and tidily presented. It is lightly illustrated, but the artwork is certainly cute.
In the strictest of senses, Tales of the Village is not an introductory roleplaying game, one that anyone new to the hobby can pick up and start playing. It is, as intended, best suited to be run by someone who has some roleplaying experience and can therefore run the game for the intended audience—younger players who like witches and fairy tales. Yet as playable and runnable as it is, it is underwritten in places and the lack of advice on running roleplaying games with a younger audience is disappointing. And, of course, once the scenario is played through, the Storyteller Guide will need to write some more, and again, the advice to that end is underwhelming. Overall, Tales of the Village is a serviceable roleplaying game that does what it sets out to do and does it with a little charm, but it feels like it could have done a little more.

No comments:
Post a Comment