Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Sunday, 23 August 2026

Ours is the Anarchy

It is the Year of our Lord 1376. England is a land of unrest. The Great Mortality—the Black Death—has swept the country twice in the last three decades and now half of her people are dead. With half of the labourers and serfs who worked the land also dead, labour is much in demand and wages have risen, enriching the working man and so giving him the possibility of improving his life and that of his family. In response, the authorities have passed laws that fix wages at pre-plague rates and made it a crime to refuse work or break a contract, imposing fines and even branding and imprisonment should such laws be broken, in practice applying it to the labourer rather than the labourer and the employer. Sumptuary laws have even been passed to regulate the goods that the increasingly wealthier labourer can consume! In France, King Edward III continues to press his claim to the French throne, but as the French conduct cross-Channel commerce raids, the war is becoming increasingly more expensive maintain, Parliament levying poll taxes upon every adult in the country more than once and sending commissioners from one County to the next in search of those who refuse to pay. In London, the city’s populace resent the presence of foreigners, Flemish weavers in particular, and loath John of Gaunt, Duke of Lancaster, for his support of the religious reformer John Wycliffe, whom they regarded as a heretic, and this will continue upon the death of King Edward III in 1376 and the accession of his grandson, Richard II. The new king is only ten years old and John of Gaunt will go on to serve as his regent for many years. The infamous Peasants’ Revolt led by Wat Tyler is five years away, yet England buckles under the authority of the Crown, the Church, and the Nobility and there are many ready to throw off the shackles of oppression and their desperate despair, to rise up and make England theirs. And when they do, when they drive off their feudal lords and officers of the King, their land is theirs, their land is ‘The Anarchy’.

This is the backdrop to Gallows Corner – A Peasants’ Revolt RPG, published following a successful Kickstarter campaign by Three Sail Studios—whose previous roleplaying game was the joyous Mappa Mundi. Taking its name from the road junction where a set of gallows once stood in the old County of Essex where the Peasants’ Revolt of 1381 rose, Gallows Corner – A Peasants’ Revolt RPG is a storytelling game of struggle, hope, and community. Of struggle against the adversity of the environment and the enmity of authority, of hope for better future, and in connecting a community having the strength to survive. The players takes the roles of peasantry, tradespersons, and even the intelligentsia, natives to one of the counties of England, confronting the rich and the powerful, bettering the community, attempting to improve their Influence whilst reducing the Control that the authorities hold over the countries, and in the process acquiring retinues and retainers, and from their humble beginnings in a single hundred in one County, the Player Characters will travel to neighbouring hundreds and work to liberate them in a Point-Crawl keyed to themes based on verbs.

Gallows Corner – A Peasants’ Revolt RPG, an alternative history roleplaying game, but one which does not ignore the grim realities of history. This means that violence against people and animals, arbitrary punishment, torture and execution, conflict at any and all levels of society, slavery and serfdom, refugee displacement, and sexual violence as a weapon are all part of the realities of the period. Whilst they are part of the setting for Gallows Corner, they are not the focus of it. Where they do factor, it should be as actions or the consequences of actions of the authorities, yet further signs—as if needed—of how little the authorities value the ordinary man or woman, let alone the Player Characters. However, Gallows Corner suggests setting boundaries (or Veils) during Session Zero and having any contentious issues happen off camera and make use of a stop sign (or X Card) in play).

A Player Character has three Experiences—Physical, Emotional, and Intellectual, but at the core of a Player Character is a Trade and a Job. Gallows Corner – A Peasants’ Revolt RPG categories its forty-eight Jobs across eight Trades. ‘The Body’ represents those who work their muscles to earn their bread; ‘The Earth’ is made up of those who till the soil, grow the food, and tend to the animals; ‘The Flesh’ consists of those who see the inner workings of bodies and know exactly where to cut, either to kill or to cure; ‘The Hood’ are made up of those who work from the shadows; ‘The Market’ is where deals are made, goods are traded, and coin is earned; ‘The Masque’ is worn by performers and entertainers; ‘The Mind’ involves the learned and the clever; and ‘The Stranger’ is home to outlier, those that survive on the edge of society, often doing the unpleasant jobs that no-one else will. With Jobs such as Servant, Herbalist, Barber-Surgeon, Smuggler, Merchant, Minstrel, Scribe, and Gravedigger there is a distinct hint of Warhammer Fantasy Roleplay to the options. Even the Rat-catcher is depicted with a small, vicious dog! However, there is a grimmer tone to Gallows Corner with inclusion of Jobs such as Sex Worker, Marshman, Dung Farmer, and Sin-Eater.

Each Job has four skills. For example, the Rat Catcher has the skills of ‘Cunning’, ‘Good with Traps’, ‘Knows Poisons’, and ‘Terrier Companion’, whilst the Butcher has ‘Anatomy’, ‘Cause of Death’, ‘Precision Cuts’, and ‘Tools of the Trade’. Each represents knowledge or an ability that a Player Character has learned and instinctively understands. Each encompasses only a small area of expertise, but they are open to interpretation and if the Narrator agrees with a suggested interpretation, then that is how they work. In general, they allow a Player Character to undertake a relevant action without the need to roll any dice for a Test, though the Narrator may sometimes state that a Test is required.

To create a character, a player assigns a single eight-sided die to one of his Traits, either Physical, Emotional, or Intellectual. A single six-sided die is assigned to the other two and then also to the character’s Trade and Job. He picks a single skill from the four listed for the Job. The die size for all of a Player Character’s Traits, Trade, and Job can all be increased with experience, but instead of a die increase, a player can pick another Skill. Player Character creation is quick and simple.

Name: Hugo Brackenridge
Trade: Mind d6
Job: Lawyer d6

EXPERIENCES
Physical d6 Emotional d6 Intellectual d8

SKILLS
Good in an Argument

Mechanically, Gallows Corner – A Peasants’ Revolt RPG uses a dice pool system. When a player wants his character to act and pass a Test, he forms a dice pool starting with one or more of his character’s Experiences and then adding dice for his Trade and his Job, if appropriate. A result of five or more is counted as a success, four or less a failure, and only a single success is required for the Player Character to succeed. Another Player Character can help. This can be to increase the size of the Experience die that the player making the Test is going to be rolling or if appropriate, add a Trade or Job die to his dice pool. Gallows Corner advises the player to advocate for as many dice as he can to form the pool, but since the roleplaying game is narrative-led, a player and his character should ideally rely upon roleplaying and Skills rather than attempting Tests.

The size of a die can also go down as well as up. This may be due to injury or illness and if it falls to a four-sided die, it means that the Player Character cannot succeed with that die and its associated Experience, Trade, or Job, because the minimum needed for a success is five. If the Player Character is solely relying upon that die for a Test, then he is in trouble. In such cases, the player should definitely be trying to increase the size of the dice pool, whether that is trying to use his character’s other Experiences and Trade and Job, along with help from his character’s Retinue and other Player Characters.

The players as a group can also spend ‘Opportunities’ to alter the world around or give an order to members of their Retinue. This might be to send a member of their retinue to scout out a village, to wait in ambush ready to strike at an enemy, or to gather resources or craftsmen to reinforce their camp or improve their community, but they can also be spent to allow a player to bring their character’s Job into play once again.

Combat is quick and deadly. It is played out as a series of opposed Physical Experience rolls, each combatant attempting to reduce his opponent’s condition from ‘Standing’ to ‘Knocked Back’ to ‘Down’, and then ‘Retreating’. This also applies an increasing penalty to the roll. The victor always chooses the outcome, but can also improve his own condition, aid an ally, kill or capture an enemy, and so on.

Gallows Corner – A Peasants’ Revolt RPG also advises that a player rely upon his own abilities as much as those of his character, since he will be more aware of the world rather than the character, that collaboration is the key to success, death is likely and combat to be avoided—most of the time, and that they should embrace failure.

Chronologically, Gallows Corner – A Peasants’ Revolt RPG is played out over a series of Seasons and Scenes with Clocks being used to track something that the Player Characters are struggling against, such as being hunted by a local Sheriff's soldiery, attempting to erect fortifications in a hurry, and so on. By undertaking acts of liberation and challenging the power of the state such as writing and spreading mocking songs, disrupting the activities of tax collectors, and even burning the manors of the landed classes, each Player Character garners ‘Influence’, a combination of their fame and notoriety that enables them to do greater and bigger things as it grows. As it rises from zero and ‘Unknown’, all the way up through ‘Spoken Of’, ‘Recognisable’, ‘Well Known’, and ‘Notorious’ to ‘Famous’ and one hundred, a Player Character gains Benefits that can be used once per season, whilst the Narrator gains Detriments or negative events that she can bring into play once per season. For example, a Player Character who has an Influence of ten or more is ‘Spoken Of’ and gains the Benefit that because rumours of his good name are beginning to spread and people are willing to help him, he can turn a failed Test to influence an NPC into a success instead. However, the Narrator can select an NPC known to the Player Character who rejects his radical ideas out of fear for his safety. A Player Character’s Influence can also fall due to failure or defeat.

In addition, the Benefit gained at each rank of Influence, a Player Character can recruit a Retainer to his Retinue, up to a total of five. Each Retainer is an NPC in his own right and created just like a Player Character. Once a Retainer is part of a Retinue, a player and his character gains access to his Experiences, Trade, and Job as well as his skills and in combat, a Retainer contributes his Physical die to the Player Character. Retainers can also be sent off on missions, though this costs ‘Opportunities’ to do so, with the outcome determined by a Test after two or more scenes. There is some scope for troupe-style play here and a player is free to roleplay a Retainer as necessary. However, a Retainer is always a secondary character to a player’s main or perspective character. Should a Player Character die, he can be replaced by a Retainer. Thus, a Player Character’s Retinue is not just a source of replacement characters, but also an extension of his physical capabilities and knowledge.

Whilst each Player Character has his own Influence, they are combined together as the party’s Collective Influence. It is this value that is measured against ‘Control’, which represents the power and domination that the state—the crown, the nobility, and the church—holds over the immediate County or Region and ultimately, over all of England. If the Player Characters’ ‘Collective Influence’ is increased above the ‘Control’ for a County or Region, a Showdown can be staged. This is a significant and ideally cinematic confrontation with the leading antagonist for the County or Region. Now the text suggests that ‘Control’ might be reduced by a single point for writing and spreading mocking songs about the local sheriff, two points for skirmishing soldiers, and four points for attacking and burning manorial holdings, but there is not a useful list that the Narrator can easily reference. Whilst this does allow a Narrator a lot of flexibility, arguably it is too much and some guidance could and should have been included.

Chronologically, Gallows Corner – A Peasants’ Revolt RPG is played out as a ‘Point Crawl’ that scales up from the Hundreds and Liberties which make up each County, and then the Counties that make up a Region, and the Regions which make up England. Each Hundred, Liberty, County, and Region is a Point, a location where there is a problem or situation to resolve and several scenes will play out as the Player Characters attempt to resolve it. The ‘Point Crawl’ is set up by the Narrator. The Narrator selects a County and determines its degree of ‘Control’, based on the number of Hundreds and Liberties plus a die roll for NPC antagonist in charge, and then assigns a single ‘Verb’ to each of the County’s Hundreds. For example, ‘Destroy’, ‘Entertain’, ‘Fight’, ‘Grow’, ‘Organise’, ‘Play’, ‘Sin’, and ‘Steal’. These are prompts around which the Narrator can set up a situation or storyline and they can come from the players—indicating what type of stories they want to tell in playing Gallows Corner, chosen by the Narrator, or selected from the suggestions given and developed in the rulebook as potential related scenes. A Clock is also set up which tracks the reactions of the authorities to the Player Characters’ rebellious activities.

Gallows Corner – A Peasants’ Revolt RPG includes descriptions of London and of the thirty-nine counties of England in the late fourteenth century. London and its districts are given more detail, whereas the counties receive a page each. This gives a broad overview and feel for the county along with an encounter that the Narrator can develop into something more and one or more reasons why the peoples of that county might want to revolt. Each region is also given a scenario for a total of eight. There is an NPC generator which can also be used to create potential Retainers as well as antagonists.

The Narrator will need to download the forms for the different Region and Counties she plans to use. These are not in the core rulebook itself, but it would have been nice if the boxed set for Gallows Corner – A Peasants’ Revolt RPG had included them, perhaps in a forms booklet that would also be available separately.

Gallows Corner – A Peasants’ Revolt RPG makes clear that the Player Characters are both custodians and victims of England and working towards becoming more of the former and away from the latter. That ‘Point Crawl’ is a way to explore England starting from the very small and local and scaling up, with the surrounding villages, towns, and counties reacting in response to the actions of the Player Characters, but also having their own stories going on. The advice suggests that the Narrator should not get too bogged down in the historical details of the period, since the roleplaying game is intended to be an alternate history. There is some detail in the London and County descriptions and there is a section describing the English which includes details of various NPC types by class, but nevertheless, Gallows Corner is a roleplaying game that will benefit from some historical research if just to add a degree of verisimilitude.

Physically, Gallows Corner – A Peasants’ Revolt RPG is a stunning looking book. It is easy to read, and as good as the production values are, what shines is its artwork. It is brutally bright and beautiful in its depiction of the hope and hardship of the setting.

Unfortunately, Gallows Corner – A Peasants’ Revolt RPG does not feel quite complete as a roleplaying game. There could have been clearer and fuller examples of set-up and play and the guidance on handling certain aspects of the roleplaying game, such as the reductions in ‘Control’ for certain actions by the Player Characters, that would have made the roleplaying game easier to grasp and easier to run, could have been given. Gallows Corner – A Peasants’ Revolt RPG is not a complex roleplaying game by any means and anyone with any storytelling game experience will have no problems either running it or playing it. Anyone with less experience, perhaps attracted by the high production values of the roleplaying game, may have more of a problem. Overall, Gallows Corner – A Peasants’ Revolt RPG is just underwritten enough in places to make it not quite as accessible as it should be.

Gallows Corner – A Peasants’ Revolt RPG is magnificently ambitious in its scope and parochially English in its setting and tone. This is a gloriously brutal, beautiful roleplaying game that with the right Narrator and players is going to tell a great campaign of hardship and hope.

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