Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+5)

Chorogaiden is a low-fidelity occult horror ttrpg in the vein of stuff like World Of Horror.

The PDF is 36 pages, with a sludgy, consistent aesthetic, and everything is easy to decipher.

Setting-wise, Chorogaiden takes place in a small town in Japan. The world has a slightly gothic, slightly weird vibe, and the overall atmosphere is that most people have probably had a brush with something horrible, but few people talk about it.

Gameplay-wise, the players work with the GM to flesh out their town, and then work against the GM to close a Gate inside the town. The Gate is an opening through which a force called the Eyes sends monsters and horrors. As the Eyes sends them, the Gate slowly opens, and when it opens fully the world ends.

For rolls, players spend d12s from a pool and use the sum of their spent d12s + a relevant Skill against a target number. If they beat the TN, they get back one spent d12---encouraging players to either risk failure or open up with big permanent spends on rolls that matter. At the same time, when any of their rolled dice match numbers from a set generated by the GM, the game advances towards a lose condition. This sort of puts an onus on the GM not to call for frivolous rolls and also to make the results of all rolls meaningful---but I'm not sure if the book is quite emphatic enough about communicating this.

Combat in Chorogaiden is handled through regular rolls, and doesn't play out granularly. If there's an axe-wielding maniac in town, you can choose to go after them and make a roll, or you can choose to do something else and roll for that instead. And if you do something else, the axe-wielding maniac will take their own actions in the meantime. Essentially, you're not going to be moving around a little tile grid and using abilities---the feeling is more like a series of skirmishes, or of playing cat-and-mouse.

Because the game's theme is investigations, and because investigations in rpgs have a tendency to brick if the players and the scenario writer aren't on the same wavelength, Chorogaiden does have a mechanic for players getting hints from the GM. By spending a d12 and advancing the game towards its lose condition, any player can get a randomly generated insight. These insights aren't scenario-specific, but they're worded in such a way that they will usually help unstick the players no matter the circumstances.

Character creation is Class based, with Classes and skill cards that loosely mirror World Of Horror's system. Skills generally influence the core rolling mechanic, as there aren't damage/hp/mp/items the way there would be in WoH, but everything fits the scope and themes of the game.

For GM utilities, there's a list of sample adventures (some of them beat-for-beat World Of Horror investigations, although I think that's because they're both pulling from the same Junji Ito material.) There's also advice throughout, but the game leans on the GM a lot to substantiate plots, to come up with the endgame, and to improvise antagonists and consequences. If you like to freewheel and design on the fly as a GM, you'll enjoy this style a lot, but conversely if you hate those things you'll struggle hard here.

Overall, Chorogaiden is a game with a strong atmosphere, great art, and a sort of loose framework. A lot of what you get out of it will depend on what the GM puts into it. If you're a fan of occult horror games, Junji Ito, or maybe even the PC-98, I'd recommend giving this a look.


Minor Issues:

-Page 13, if a player helps another player on a roll and the rolling player fails, does the helping player get back their d12? A strict reading of the rules suggests no, but it does seem to be implied.

-Page 17, the text mentions increasing the IF. IF isn't explained until the next page.

(+2)

Hey thank you for the kind words. A helping player does not get back a D12 on the Checking player's success, instead, they do it simply to help the Checking player.