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

Saturday, 20 June 2026

A Wick’d World

Operating in the shadows, untouched by the police, and with the utmost of professionalism, there is a world of killers. Professional assassins and hitmen, trackers and bounty hunters. Killing not because they are evil or cruel. Killing because it is their duty, because it is their skill, because it is their style, because it is their job, because it is their honour. They may be employed by one of the great families. They may be freelancers hired from one job to the next. They may belong to secret society that has long used assassination as a tool. Their world is governed by the secret and ancient organisation known as the Stone. Beneath the Stone are six families, each representing one of the major criminal organisations—the Bratva, the Camorra, the Cartel, the Mafia, the Triads, and the Yakuza—which the killers may be allied with or work for as freelancers, and which control great swathes of territory and influence the direction of whole cities and nations. They also feud with each other and that is in part why the actions of the killers are so regulated by the Stone, lest such feuds get out of hand and come to the attention of the wider world. The killers, in return for their skill that they hone constantly, live lives of luxury. They also have access to the Belmont, not just a chain of businesses that serve the world of the professional killers, but also a hotel where they can stay, relax, arrange for new contracts, and order the latest tactical gear like it was fine wine. And best of all, the Belmont is neutral ground. Of course, if a professional killer is declared a renegade by the Stone, then it is game on, and the renegade is anybody’s to hunt and kill.

This is the setting for World of Killers, ‘A Supplement of Assassins, Hired Guns, and Secret Societies for Outgunned’. Published by Two Little Mice, Outgunned: Cinematic Action Roleplaying Game is the cinematic action roleplaying game inspired by the classic action films of the past sixty years—Die Hard, Goldfinger, Kingsman, Ocean’s Eleven, Hot Fuzz, Lethal Weapon, and John Wick.
It expands the rules for Outgunned with five new roles and a special role, nine new tropes, rules for trained dogs and both hunts and getaways, new gear, and a cinematic campaign, ready to play with four pre-generated killers. All of this is inspired by John Wick, Kill Bill, Leon, Assassin’s Creed, and Hitman. Of these, the first is important because essentially, World of Killers is unashamedly the John Wick series of films with the serial numbers filed off, and short of an actual licence, that really is no bad thing. After all, the players get to play in a very similar world to the one they have seen on screen.

Arguably, because most players of World of Killers will have seen the John Wick films, or at least be aware of them, the supplement does not need a huge amount of detail to describe its setting. The background covers the Stone, its organisation and the important roles within it, all six families who get a page each, the Belmont and the services it provides, paying particular attention to the New York Belmont, and then the Rats. The Rats live on the fringes of society and on the fringes on the fringes of the world of killers, a mixture of criminals, dropouts, derelicts, and outcasts, led by a Rat Queen in New York, and providing similar services to the Belmont—protection, gear, information, and favours. This all costs of course, and nothing more than offering a sanctuary for renegades.

The five new roles in and for the World of Killers are the Samurai, Hired Gun, Aristocrat, Dog Trainer, and Derelict. As in the core rulebook, these are templates that give options in terms of Work, Catchphrase, Flaw, and Characteristics, including attribute and skill points feats, and gear, that a player customises. They include a list of inspirations from a variety of action films as well, starting off, of course, with the John Wick franchise. If the Samurai and Hired Gun are obvious, the others less so. The Aristocrat relies on breeding, manners, and charisma; the Dog Trainer operate with a trained canine companion, which can be a tracker dog or an attack dog; and the Derelict lives on the streets and very likely has a past with the world of killers. In addition, the World of Killers gives a sixth, special role, one that combines a standard Player Character’s Role, Trope, and Job in one, and that is the Assassin. The Assassin does get more skill points to assign and three Feats instead of two. Although there is no inspirational list of films to accompany it, the illustration makes it obvious that the role is inspired by the Assassin’s Creed series of computer games. Its inclusion opens up the possibility of setting Outgunned stories in the past.

Besides new Tropes such as ‘Battle Butler’, ‘Gone Rogue’, ‘Magnificent Bastard’, and ‘Professional’, and new Feats like ‘Deflect Bullets’, ‘Elegance’, ‘Endure Pain’, ‘Gun Fu’, and ‘Sword Fighter’, World of Killers adds two new Plan B options. ‘Blade’ grants an immediate success or amazing advantage with a slash of the sword, whilst ‘Belmont’ brings the intervention of the organisation, whether its personnel or its services. Gold, particular coins, is introduced as an exclusive currency to gain access to Belmont services, equipment, and favours and services, and is earned communally for completing tasks and contracts for the Stone, the Belmont, and the families.

Although the Trained Dog is specifically for the Dog Trainer Role, it is possible for a Player Character to gain one later. The Trained Dog itself is treated as character in its own right, complete with a flaw, attributes, and Grit. Stats are given for a hunting falcon and a monkey as well as a dog. The other major addition to Outgunned are the rules for ‘Hunts’. This handles how assassinations and kills play out by tracking two numbers, ‘Need’ and ‘Kill’. ‘Need’ measures how close the Player Characters are to the target and how exposed the target is, whilst ‘Kill’ tracks the Player Characters’ position and advantage over the target. From turn to turn, the players roll and narrate how they get closer to the target, increasing their ‘Kill’ until their characters are in the position to carry out the shot. A Hunt can then turn into a chase, whether the Player Characters fail and have to go after their target, or fail or succeed and are then pursued by the target’s forces. Supported by an example, the ‘Hunt’ rules set up great set pieces full of tension and pent up violence.

Half of World of Killers is dedicated to a cinematic scenario, ‘Family Business’. It incudes four pre-generated Player Characters, a Hired Gun, an Aristocrat, a Dog Trainer, and a Samurai. They are asked for help by the manager of New York’s Belmont, an old friend or someone whom they are indebted to, who has let two renegades slip out of his grasp. The Stone has given him twenty-four hours to make up for his error. The hunt for the two renegades—who turn out be star-crossed lovers and killers—takes the Player Characters to a showdown on a cruise and back to New York where they discover that the Stone has already taken away their own friend to be judged at a Tribunal. This is not how things are normally conducted, so the Player Characters’ suspicions should have been aroused and they will want to investigate. As they do so, they run the risk of being declared renegade, must face the Stone’s own forces and those of some of the families, travel around the world from New York to Rome to Tokyo, and unmask a conspiracy that could upset the balance between the six families. It is a highly entertaining scenario that takes the Player Characters from the highs to the lows of the world of killers and back again. There are some great set scenes and the players get to try out the ‘Hunt’ rules more than once. The five-shot scenario will probably take several sessions to play through and very nicely showcases the setting.

The scenario is supported by several handouts, actually portraits of all of the Player Characters and NPCs, not handouts in the traditional sense, since Outgunned is not an investigative roleplaying game. The scenario is expertly presented though with scenes detailed on the lefthand page and advice for the Game Master on the right. This format makes the scenario easy to run from the page. There are some sequel suggestions too in addition to some scenario ideas given earlier in the book.

Physically, World of Killers is, like Outgunned, a good looking book. The artwork is excellent and the layout clean and tidy, and easy to read.

If you are a fan of Outgunned, then you are going to want World of Killers, and if you are a fan of the John Wick films, you are going to want World of Killers. As an action film roleplaying game, Outgunned is great for one-shots, but World of Killers gives it a setting, a structure, and a franchise that the players can return to again and again.

Screen Shot XVI

How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game’s screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition or Margaret Weis Productions’ Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games’ Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Perhaps scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack also published by Chaosium, Inc. In the past, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPG. That though is no longer the case and stronger and sturdier GM Screens are the norm today.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune as well as the RuneQuest Gamemaster Screen Pack.

The Pendragon Gamemaster Screen Pack is for Pendragon, Sixth Edition. It includes the
‘Pendragon Gamemaster Screen’, the ‘Gamemaster Resources’ book, the ‘Gamemaster Gazetteer’ book, and the poster map of ‘Britain in the time of King Arthur’. The ‘Pendragon Gamemaster Screen’ is a sturdy, three-panel affair in landscape format. On the front it depicts two knights on horseback clashing under the Grail. On the back, the various tables are clearly laid out and each come with page references to the books they are taken from. The centre panel is the most useful, since it includes a list of ‘Combat Action’, ‘Mounted Lance Charge Fumble Table’, ‘Follow-Up Actions’, and of course, the ‘Combat Action Resolution Results’ table, which is probably the most likely referred to table in the roleplaying game. On the right-hand panel, the tables are for the ‘Passion Crisis Outcomes’, ‘Unopposed Passion Roll Results’, ‘’Winter Phase Procedure’, ‘Emergency Dismounts’ table, ‘Ageing’ and ‘Characteristic Lost’ tables, and lastly, the ‘Beginning Knight Skill Values’. The latter arguably less useful than the other tables and it is the same on the left-hand panel. Here the ‘Skill Modifiers for Challenges’ is going to be the most referenced up in the far left corner, whilst the ‘Hunting Vs. Avoidance Results’, ‘Intoxication Results’, ‘Favour Value Synopsis’, ‘Mounted Charge Opportunity’, ‘Battle Sizes’, ‘Glory Distribution Amongst Knights’, ‘Combat Glory’, and ‘Feast Event Cards by APP’ tables arguably less so. This is not to say that their inclusion is anything other than useful, and overall, the ‘Pendragon Gamemaster Screen’ is handy. Unlike other roleplaying games, Pendragon, Sixth Edition is not one that relies heavily on tables, but the most important and regularly consulted tables are included here.

The ‘Gamemaster Resources’ is thirty-six pages and designed to do three things. The first of these is to provide a means of generating a more detailed family history, specifically for Player-knights in the default starting location for Pendragon, Sixth Edition. This, of course, is Salisbury, and the ‘Salisbury Family History’ helps a player create a history for his knight’s family, specifically his great-grandfather, grandfather, and father, going all the way up from 437 CE to 508 CE, covering in turn the Tyrant and Uprising Period, Aurelius Ambrosius Period, Uther Period, and the Anarchy. Rolling for the great-grandfather is short and simple; the grandfather’s death is rolled for first and then the player works year-by-year up to the year when it happens; and then the father is rolled for as normal. There is a lot of detail and information to note down, though there is an alternative quick method provided too. The other thing that the narrative does with the ‘Salisbury Family History’ is entwine the Player-knight’s family history with the Counts of Salisbury—Robyn, Roderick, and Robert. The process is detailed and lengthy and probably best done as part of the preparation for play.

The second thing is ‘Finding Spouses’. With this, the Player-Knights can gain the hand of a wife. Several ways are suggested, including questing for a wife, taking a war bride, having it arranged, and more. The wife is determined randomly, her qualities and status heaving influenced by the Player-Knight’s status, favours, gifts, loyalty, and a Courtesy check. There are rules too, for creating husbands for female Player-Knights, but the results are not quite as interesting or as detailed. Lastly, ‘A Mighty Host: Random Knight Generator’ is a means to create NPC knights. This covers everything, including age, Glory, status, outfits, traits, skills, roles, motivations, and more.

The second book is the sixty-four page ‘Gamemaster Gazetteer’. This provides a guide to the places, regions, and landmarks of Britain and a little further away. Whether a settlement, forest, or river, every location is broken down into categories for ‘First Glance’, ‘About This Place’, and ‘Further Investigation’. It covers Cornwall, Cambria, Cumbria, Logres, and the North, but also Brittany, Ireland, and the Continent. The latter includes Aquitaine, Burgundy, Île de France, and Occitania. There is detail sufficient in each entry to help the Game Master bring each location to life and the map excerpts are helpful, though if there is a downside, it is that there is no pronunciation guide.

The Pendragon Gamemaster Screen Pack includes two maps. One is the poster size map of ‘Britain in the time of King Arthur’ seen elsewhere for the line. It is this map that excerpts have been taken from for the ‘Gamemaster Gazetteer’. The other map is of the Hundreds of Salisbury County. It is found on the back of the ‘Gamemaster Gazetteer’ and gives the thirty or so administrative subdivisions of the County of Salisbury.

Physically, the Pendragon Gamemaster Screen Pack is sturdy and well produced. The artwork is good and the cartography characterful. It does need a slight edit in places.

The Pendragon Gamemaster Screen Pack gives great support for the Pendragon Game Master and her campaign. Whilst its contents will help set up a campaign with expanded Player-Knight creation guidelines, the majority of its contents will support that campaign in the long term, both at the table and in preparation.

Friday, 19 June 2026

Friday Fantasy: Milk

As the Christmas holidays approach, there comes bad news. First, the best truffle chocolates in the land—indeed, any land—have sold out everywhere. Second, when they do come back into stock, they are not sold reputable outlets and vendors, and although they all of the correct branding, they are far inferior to the truffle chocolates that everyone knows and loves. What has happened to the best truffle chocolates in the land—indeed, any land? Is the maker ill? Has his supply of milk gone sour? The makers are, in fact, a tribe of Merfolk, who live in a lake of pure milk under a mountain, and it is this milk that ensures the creamy quality of the best truffle chocolates in the land—indeed, any land, made together with the Dwarf servants to the King and Queen of the Merfolk under the mountain. And surely this calamity cannot be allowed to continue? Someone should be sent to check on the King and Queen, their tribe of the Merfolk, their Dwarf servants, and the production of the best truffle chocolates in the land—indeed, any land. Perhaps a chocolate connoisseur might employ such a useful party? Or a tribe of Merfolk want news of their fellow tribe that live under the mountain? Or perhaps a rival group of chocolate makers want the secret to the best truffle chocolates in the land—indeed, any land? Any or all of these could be used as hooks for Quick Delve #1: Milk.

Quick Delve #1: Milk is an adventure for OldSchool Essentials from Necrotic Gnome and is designed to be played with Player Characters of Second Level. The scenario is the first in the publisher’s ‘Quick Delve’ series. Each is designed for one or two sessions’ worth of play and is intended to be perfect for side quests, one-shots, and conventions, as well as easily into any campaign. The scenario starts outside the mountain factory in front of double doors on which has been scrawled, “All Hail the Chocolatier, Goddess of Chocolate!”. Which does not bode well for what ever is inside. Fortunately, the Chocolate Golems with their chocolate drop-shaped heads with glowing orange candy-coated eyes and smelling of rich dark, chocolate, will readily let the Player Characters in, and the cagey, if rather jolly and waggish Skeletons in their purple monastic robes would prefer to have a song and dance than fight. However, the deeper the Player Characters penetrate into the chocolate factory, the more the Chocolate Golems and Skeletons turn against the Player Characters. As the fights from encounter to the next escalate, the Player Characters quickly discover many things awry in the chocolate faction. One is that the chocolate can have magical effects, for both the best truffle chocolates in the land—indeed, any land—and the chocolate that seems to being made in the chocolate factory now. The latter is like to have more negative effects than eating the best truffle chocolates in the land—indeed, any land, though they can be additive. There is a pool of rancid milk. A distraught King of the Merfolk. And then there is the glum workforce. The Dwarves. Who are described as having “Orange skin, green hair, and white eyebrows.” In other words, they are not Dwarves, but Oompa-Loompas. The workforce in the factory in Charlie and the Chocolate Factory by Roald Dahl. And yes, Milk in inspired by Charlie and the Chocolate Factory.

Which all makes sense with its chocolate theme. Milk then, is a seasonal dungeon or adventure, one that the Game Master might run as a seasonal break from the rest of the campaign at Christmas. There is no Christmas theme to the scenario, but there is a tweeness and a sweetness. The problem is, there is not much else.

If you were to remove the sweetness and the tweeness from Milk, you would be left with a bland dungeon with no plot beyond ‘less skilled manufacturer takes over factory of much more skilled rival, imprisons their family, and puts out inferior product; Player Characters have to clean it up.’ Which would be fine if the NPCs had a character or personality, and if there is no personality, there is no roleplaying. Unfortunately, in Milk none of the NPCs have any personality, least of all the villain of the piece, ‘The Chocolatier’. She should at least get a cackle, if not a parcel of chocolate-themed puns, but nothing. A villain should be memorable. This one is not, at least not as written. The scenario leaves it up to the Game Master to decide the personalities and attitudes of the NPCs, so giving her yet more work to do.

Yet, Quick Delve #1: Milk is competently written in a mechanical sense. There is some play with the chocolate theme, especially in the random effects of eating the chocolates and the best truffle chocolates in the land—indeed, any land, the scalding hot chocolate-spitting chocolate worm in its molten chocolate pool, and the Chocolate Sceptre of Control—solid chocolate, encrusted with candied cherries—which can cast Charm Person. But there are no chocolate-themed spells or other magical items.

Then there is inspiration, Charlie and the Chocolate Factory. Roald Dahl’s writing was not sweet in its tone, it was sour too, veering into the grotesque and the comic. There is none of that in Milk. Just the sweetness. As something inspired by Charlie and the Chocolate Factory, the scenario only takes partial inspiration from it and is all the worse as a result. As a pastiche of Charlie and the Chocolate Factory it is barely half a pastiche.

Physically, Quick Delve #1: Milk is serviceably presented. The layout is clean and tidy, the map easy to read, the artwork reasonable, and if perhaps tending towards the succinct, the scenario is easy to run.

There is a market for seasonal adventures, whether set at Christmas or other times of the year, but 
Quick Delve #1: Milk is unsuitable for all of them. Whilst as a ‘Quick Delve’ scenario, it can be run in a session or two, but as a side quest or a convention scenario, why would you? The tone is unlikely to match any other scenario or setting and as a convention scenario, it does not showcase Old School Essentials in a very good light. The design is perfunctory at best, the tone is one note, and the villain viciously underwritten. Quick Delve #1: Milk is easily the worst scenario that Necrotic Gnome has ever published. Not because it it is bad, but because it is boring.

The Best Witches

It is an undeniable truth that the Witch gets a lot of bad press. Not necessarily within the roleplaying hobby, but from without, for the Witch is seen as a figure of evil, often—though not necessarily—a female figure of evil, and a figure to be feared and persecuted. Much of this stems from the historical witch-hunts of the fifteenth, sixteenth, seventeen, and eighteenth centuries, along with the associated imagery, that is, the crone with the broom, pointy hat, black cat, cauldron, and more. When a Witch does appear in roleplaying, whether it is a historical or a fantasy setting, it is typically as the villain, as the perpetrator of some vile crime or mystery for the player characters to solve and stop. Publisher The Other Side has published a number of supplements written not only as a counter to the clichés of the witch figure, but to bring the Witch as a character Class to roleplaying after being disappointed at the lack of the Witch in the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. However, there is a tradition of telling stories about witches, often aimed at younger readers, such as in the Harry Potter stories or The Worst Witch series by Jill Murphy, and if your players are fans so either, a book like The Children of the Gods: The Classical Witch for Basic Era Games is probably not going to the most appropriate option. In which case, Tales of the Village might be.

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.

Monday, 15 June 2026

Miskatonic Monday #439: Fear of Overtime

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Phanzar

Setting: New York, 1929
Product: One-shot
What You Get: Twenty-three page, 8.22 MB Full Colour PDF
Elevator Pitch: ‘Karoshi’ would be a safer way to go…
Plot Hook: It starts with a bang!
Plot Support: Staging advice, five pre-generated Investigators,
five NPCs, two handouts, one map, one Mythos artefact, and one Mythos monster.
Production Values: Good

Pros
# Overtime survival horror
# Closed location one-shot
# Escalating horror that builds and builds
# Nicely done location
# Ergophobia
# Diokophobia
# Microphobia

Cons
# Needs a slight edit
# Investigator templates rather than pre-generated Investigators
# Escalating horror is very procedural
# Only way to defeat the hunter is through violence

Conclusion
# Opens with a bang and the horror builds and builds
# Literally brings a shrinking feeling to survival horror

Miskatonic Monday #438: Abracadabra!

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Steven Hernandez

Setting: New Jersey, 1926
Product: One-shot
What You Get: Thirty-eight page, 40.94 MB Full Colour PDF
Elevator Pitch: “Never try to fool children, they expect nothing, and therefore see everything.” – Harry Houdini
Plot Hook: There should be nothing magical about a missing boy
Plot Support: Staging advice, four pre-generated Investigators,
five NPCs, five handouts, one map, one Mythos tome, one Mythos monster, and one boiled cabbage recipe.
Production Values: Good

Pros
# Solid double crime investigation
# Strong on investigation and interaction
# Horror of the Mythos versus horror of a distraught gangster father
# Easily adapted to other periods, especially Cthulhu by Gaslight
# Easily adapted to other cities
# Excitingly weird, but pacy finale
# Tycophobia
# Scelerophobia
# Rhabdophobia

Cons
# Needs a slight edit
# Not every location is mapped
# Finale needs careful study and staging

Conclusion
# Solid set-up leads to strong investigation and a race to the finish
# Police procedural which proves that Mythos and magic should never mix…

Sunday, 14 June 2026

Calm & Charm

Far out in the ocean lies a land of peace and tranquillity, where the people live in harmony with the spirits and the spirit world, and each other. Where magic is woven into the fabric of the land, where folk magic, academy wizardry, and witches covens are as acceptable as each other, whilst potions are often used to help with work and other tasks, and where certain technology of the ancient past remains and has been adopted and adapted to work in the present. They include cartridges, cassettes, and VHS tapes, and instaprint cameras. The cartridges, cassettes, and VHS tapes have been discovered to contain hidden messages—singing, music, and voices, and on the VHS tapes, images too, but spellcasters have turned them into spellbooks, played on portable cassette players. The pictures developed and shaken from the instaprint cameras show up magical auras in addition to their pictures. However, the most common technology left over from the first age is that of Vending Machines, and they can be found anywhere and everywhere. Enchanted by wizards and witches they are used as workshops and to sell magical trinkets, but are often prone to theft by skilled thieves, so often they have guardians, awakened cats being the most common. There is no one government on the island, the various communities agreeing to get along and nor is there true evil, though there is villainy and there is corruption. The island was recently beset by a great earthquake and tsunami, just three months ago, and there are rumours of zones of supernatural Corruption on the eastern side of the island where the tsunami struck. This is a quiet self-contained island, its inhabitants rarely wanting to see what lies beyond the horizon—and when those that do, they do not return, instead preferring lives of contemplation of the island around them and companionship with family and friends. The island is not perfect though, for there are perils and there are dangers, and when conflicts arise, the islanders seek to resolve them peacefully rather than combatively.

This is the setting for Obojima: Tales From The Tall Grass. Published by 1985 Games, best known for its dice and its Dungeon Craft range of map and terrain packs, following a successful Kickstarter campaign, it is a campaign setting for Dungeons & Dragons, Fifth Edition, but do not let that put you off. Obojima: Tales From The Tall Grass describes itself as ‘leisure fantasy’, intended to tell cozy, charming stories that are character rather than conflict driven. There is room still for conflict and heroism, but it is not necessarily the focus of the setting, or least not the whole focus. It is as much about exploration and interaction as conflict and heroism. Much of the charm of the setting is imparted by the illustrations which are a delight, done in the style of Studio Ghibli, also one of the inspirations for Obojima: Tales From The Tall Grass, along with the Zelda series of computer games and the rural Japan of the eighties.

The setting and background to the island of Obojima is richly detailed. This includes the primary differences between it and any other Dungeons & Dragons setting. These are that it consists of the Primary Realm and the Spirit Realm only, that it possible to travel between the two, though getting in is usually easier than getting out, and that bustling markets, floating shrines, ghost ships, and megalithic temples might be found there. As Obojimans have no ‘souls’, there are no ghosts, though a spirit in the Primary Realm might act like one and technically no demons or fiends, though a sinful spirit might act like one. Numerous organisations, such as the Academic Adventurers of the AHA, the Knights of the Postal Service of Courier Brigade, Sword Schools, Witches and Covens, and more, which the Player Characters can interact with and even join, are detailed, along with numerous locations, each with NPCs, wandering encounter tables, points of interest, adventure hooks, and rumours and legends. There are notes too on the tone and vibe for each one, such as ‘Festive, Jovial, Inviting, Magical’ for Matango Village, Mysterious, Ancient, Hopeful, Ominous’ for the Temple of Shoom, a partially submerged ziggurat, ‘Adventurous Spirit, Innovation All Around, Industriousness’ for Sky Kite Valley, and ‘Witchy, Academical, Focused, Mysterious, Closed Off’ for the Domain of the Fish Head Coven. The names of these locations are evocative on their own, but each is richly detailed with lots of flavour that as player you want to have your character visit and as a Game Master you want to take the characters there. Even a minor location, such as the ‘Wandering Line’, train tracks that assemble out of nowhere and a three-car train appears to take the Player Characters anywhere they want as long as the Conductor accepts their payment for the tickets, and then both tracks and train disappear as soon as they alight (or are kicked off), feels fantastical and adorable. That said, in comparison, the millennia long history of Obojima is distinctly underwritten, but then it almost does not matter. There is plenty of room in that history for the Game Master to add her own details, but not enough history that it might get in the way of storytelling.

In terms of Player Character options, Obojima: Tales From The Tall Grass provides four Ancestries, eleven Subclass Options, six new Backgrounds, twenty new Feats, and two new skills. The Ancestries are Humans, Dara, Elves, and Nakudama, but there are guidelines on how the other Dungeons & Dragons Ancestries might be brought into play. The Dara emerged from the forests of the island three centuries ago and are divided into two types. Blue Dara are tall, hairless, and have a single eye, and can create Knowledge Talismans that anyone can use to gain a one-off bonus to an ability check. Red Dara are short, have two eyes, and can create Might Talismans that grant a bonus to Saving Throws. All Dara can gain knowledge from the fingerprint-like glyphs left in the forests and can create a range of other talismans. Elves are born to human parents and are connected to the Spirit Realm as indicated by the Oaka Mark they each bear and the cantrip and extra spell that each Oaka Mark grants. Elves also have Ethereal Sight, enabling them to look into the Spirit Realm. The Nakudama are oldest people on Obojima, frog-like and amphibious with a grasping tongue, and highly social. The new Backgrounds include Apprentice of AHA, Apprentice Diver, Apprentice Witch, Courier Brigade Cadet, Mechanic, and Spirit Kin, and the new skills are Mechanic and Salvage. Feats include Boomerang Expert, Canden and Moon’s Master Cut, Tellu and Scale’s Master Cut, and Toraf and Bolder’s Master Cut for defeating a master at their respective sword schools, Potion Brewer for creating more potions and with finesse, and Nakudama’s Electric Bloodline or Nakudama’s Toxin Bloodline which awaken the abilities of the ancient Nakudama warring bloodlines.

Instead of whole new Classes, Obojima: Tales From The Tall Grass provides an extra Subclass for the Classes in Dungeons & Dragons, Fifth Edition. The features and abilities for some of these Subclasses come in play at First Level, mostly for the arcane spellcasters, but other at Third Level as standard and others later still. Only the Cleric does not receive a new Subclass, but the others consist of the Path of the Belly Brewer for the Barbarian, College of Masks for the Bard, Circle of the Petal for the Druid, The Spirit-Fused for the Fighter, the Sheep Dragon Shepherd for the Monk, the Oath of the River for the Paladin, the Corrupted Ranger for the Ranger, the Waxwork Rogue for the Rogue, the Oni Bloodline for the Sorcerer, The Lantern for the Warlock, and the Origami Mage for the Wizard.

Many of these Subclasses are a delight. For example, Circle of the Petal enables the Druid infuse the magic of the island into flower petals, summoning them to perform a dance, improving Armour Class, making lunge attacks with them, and even taking damage for allies, and later imbuing the petals with life to form beasts that serve the Druid, whilst The Spirit-Fused Fighter becomes the vessel for a spirit that has died and channel its essence to increase damage, into objects to various effect such as finding objects, bonding with a First Age vehicle like a bicycle or moped which is indestructible and can be summoned anywhere for a hour, and later cast the Jolt cantrip to power technology. The downside is that The Spirit-Fused Fighter only has access to a couple of these channelling options, when all of them are good. The Sheep Dragon Shepherd for Monk brings the skills and abilities herding sheep dragons, often regarded as the epitome of goodness and authenticity on the island, to bear in other situations. This includes summoning allies he can see closer to him, to blast enemies using the Sheep Dragon’s wind pistol, to deflect attacks against allies, and even walk in the air.

Perhaps the strangest is Corrupted Ranger, whose body has somehow become fouled by the strange magic. When struck, the Corrupted Ranger gains curse markers which are then released as necrotic damage when the Corrupted Ranger strikes an opponent, and his body sometimes seems to act or move of its volition (this allows the Corrupted Ranger to replace the result of a Strength or Dexterity check with a set value rather than a rolled value). In the long term, the Corrupted Ranger suffers an ailment like greying vision, failing lungs, or loss of feel. With the Oni Bloodline, the Sorcerer has an Oni trapped within him, desperate to get free. Oni traits—eyes, horns, skin, tongue, and hair—manifest the more Sorcery Points that the Sorcerer expends. The Oni traits grant abilities of their own, such as charismatic eyes and tongue that adds a fear component to any spell with a verbal component. However, with this Subclass it does feel as if there should be more of a downside to transforming into an Oni.

The magic and ordinariness of Obojima continue with the equipment. There are martial weapons such as a Secret Stone Sword, Sheperd Crook, and Vertebrae Sword—the tines of which can be twisted off for extra damage, but the simple melee weapons include fans, frying pans, iron tea kettles, and umbrellas! Magical items are delightfully mundane, such as a Burnright Brand Hair Dryer which can be used to cast Burning Hands, Cone of Cold, and Gust of Wind; a CRT TV & Chicken Timer that records a fuzzy video of events in its vicinity; Cube of Cubes, which is used to cast a particular spell when one of its sides is solved; a Gametoy which activates a different skill proficiency every time a new cartridge is inserted into it; and a Ruby Red Bike, that when ridden at the right speed creates a Wall of Fire spell!

Since the island is restricted to two planes—the Primary Realm and the Spirit Realm—Obojima: Tales From The Tall Grass omits spells that deal with other planes, such as Astral Projection, Plane Shift, and Teleport, as well as reality-altering spells like Wish and True Resurrection. It includes its own spells amongst the various lists for the spellcasting Classes. For example, Butterfly Storm creates a cloud of butterflies that obscures an area, but also clears fog and smoke; Festival King temporarily turns a target into a festival king complete with gaudy crown and cape who enamours anyone who comes too close to him; Origami Bird Swarm launches a flock of origami birds at a target inflicting slashing damage; and with Create Spirit Train Stop, the caster creates a temporary stop for the Wandering Line.

The biggest change to magic in Obojima: Tales From The Tall Grass is its emphasis upon potions. They come in three types and three rarities. Combat potions such as Rabbit’s Speed, Gargoyle Hooch, and Dragon Frog Transmutation grants bonuses and benefits in a fight. Utility potions like Detective’s Tonic, Pocket Stomach, Breakfast in a Bottle, and Umi’s Powerful Undertow provide advantages and benefits out of combat. Whimsical potions such as Melodious Bird Calls, Pocket Portal, and Chicken Chaser grant odd, even silly benefits. Potions are further divided by their rarity, which can be common, uncommon, or rare. Obojima: Tales From The Tall Grass gives sixty for each type of potion for each rarity, for a total of five-hundred-and-forty potions, all of them inventive, all of them interesting, and all of them illustrated. Yet, that is not all.

Obojima: Tales From The Tall Grass includes detailed rules for brewing potions too. Numerous ingredients are listed and illustrated, again common, uncommon, or rare, and again, delightful in their detail. For example, a Living Spud is an uncommon ingredient, a potato that pops up out of the ground and wanders off on a long meandering trek, revered wherever it goes, whilst Bubble Gum is rare, found stuck to floors, walls, under tables, and the bottom of shoes, typically in ruined buildings from the First Age. Unchewed Bubble Gum still in its wrapper is rarer still. Many of the common ingredients can be purchased, but others have to foraged for, and Obojima: Tales From The Tall Grass lists the ingredients by region too. Once found—and regional almanacs can help with that, they can be scanned with an Arcane Detection Kit to determine their suitability and added to the pot. Each ingredient has a rating for its Combat, Utility, and Whimsy rating. When a potion is brewed, three ingredients are used and the Combat, Utility, and Whimsy ratings for all three are added together. The highest of the three values determines the category of the potion and its actual type. What this means is that there is no one way in which to brew a particular potion. Mechanically, it comes down to the numbers, but thematically, it gives a lot of flexibility, and the Player Character wanting to focus on potions, through play, he can create his own recipe book. Further, potions only take ten minutes to brew, so the process does not slow play, and of course, finding the right potion and the right ingredients can an adventure in itself.

However, there is no skill check associated with potion brewing and so no chance that it can go wrong. Although anyone can brew potions, the Player Character options for brewing are slightly underwhelming. There is no Subclass option which specialises in brewing potion, so no potion master or alchemist. There is the Potion Brewer Feat, which primarily allows the potion brewer to choose from the two highest totals of Combat, Utility, and Whimsy ratings, and the Apprentice Witch background begins with some ingredients and with the Coven Witch Feat, the Player Character will know two potion recipes. Another option is the Path of the Belly Brewer Subclass for the Barbarian, which brews concoctions in his stomach. However, this is all internalised, so only he can use the results rather than they be bottle for use by the rest of the party and whilst the Barbarian can learn common potion recipes, he is limited in what can learn. This is a missed opportunity.

Character development is encouraged not to be just mechanical in Obojima: Tales From The Tall Grass. During character creation a player is encouraged to create some goals, weaknesses, desires, and so on for his character as well as think about what the character will be like at Tenth Level. The Game Master is encouraged to account for these in the campaign and as part of Obojima: Tales From The Tall Grass’ ‘Hero’s Journey Boon System’ reward the player for good roleplaying and for the character changing and evolving through play. Boons can also be lost if the character reverts from the change and not all of Boons are positive. For example, the Mercy Boon is earned when a Player Character has the power to deal out judgement, but learns the compassion and understanding to hold back. When the Player Character makes an attack that would reduce an opponent below zero Hit Points, he can forgo the damage and instead make a Charisma skill check with Advantage. Whereas the Selfishness Boon is gained when a Player Character’s actions have been to the detriment of those closest to him and means that when he takes damage, he can instead heal Hit Points for every ally he has close by, and they suffer necrotic damage in return! There are some great roleplaying opportunities here, but as the authors advise, not all of these boons are going sit well with every group and they should definitely discuss their inclusion at the start of a campaign.

Obojima: Tales From The Tall Grass has an extensive bestiary, and whilst it includes monsters in the traditional since, the emphasis is on friends and foes, on companion spirits and their goals, and on antagonists rather than enemies. Companions, typically spirits such as an animated pocket video game, flying goose spirit, animated bubbles, or a flaying radish, are NPCs, controlled by the Game Master. They give her another way to interact with the players and their characters, drive stories, and so on. The advice for creating and running antagonists is excellent, focusing not just on why an antagonist is acting the way he is, but also the ultimate outcome of the Player Characters’ interactions with him. The bestiary is really engaging and fantastically illustrated, from the Cat Of Prodigious Size, the Corrupted Muk that emerges from pools of Corruption, Dragons, and Dragon Frogs to Goro Goro (or Sake Demon), Mosslings, Sheep Dragons, Skeletal Fish, and Soda Slimes.

Lastly, Obojima: Tales From The Tall Grass includes three adventures. In ‘The Curious World Within’, the Player Characters help out a Postal Knight and are shrunk to the size of a mouse in order to find a letter in a witch’s house; ‘Below the Shallows’ sends the Player Characters to the ocean floor to explore a sunken town in search of a kite-plane hijacked and stolen by fish folk pirates; and after saving a Dara novelist and her dog companion from a dangerous howler attack (howlers are humanoid hyenas) in ‘Lost Within The Crawling Canopy’, the Player Characters are engulfed by the Crawling Canopy, a moving forest that roams the Gale Fields. What is odd is that none of the three adventures is for First Level Player Characters, which leaves Obojima: Tales From The Tall Grass without a clear starting point.

Obojima: Tales From The Tall Grass is a setting with secrets, and more importantly, a setting that will raise questions from the players. Most commonly, why is there eighties technology from Japan on the island? Penultimately, in a chapter for the Game Master’s eyes only, ‘Mysteries, History, and More’, the designers do address this and other mysteries. In some cases, there is no definitive answer, and in others, multiple possible answers are given, leaving it to in-world and in-game discussion to debate as much as decide on the answer. This may not satisfy every Game Master, but it keeps the setting mysterious and magical.

Physically, Obojima: Tales From The Tall Grass is presented in a very clean and accessible fashion. What stands out though, is the artwork, which is superb, depicting both the world and its tone, whilst making its inspirations clear. Pick this book up and you are transported to another world on the strength of the art alone.

Roleplaying games which take inspiration from Studio Ghibli are not new; Golden Sky Stories and Ryuutama being the most well known examples. However, no roleplaying game or setting has embraced or depicted that inspiration as strongly as
Obojima: Tales From The Tall Grass. Whilst Obojima: Tales From The Tall Grass is not perfect, it successfully and engagingly brings its world to life, first through its illustrations, and then through its description. Obojima: Tales From The Tall Grass presents a world that you would be happy to see on screen or in a manga or play on a screen, but lets you roleplay in it, explore it, experience its charm, and delve into its mysteries. Obojima: Tales From The Tall Grass becalms Dungeons & Dragons in a world of wonder and whimsy and it is utterly adorable.