Both knights depicted are, in their own way, atop the World Horse.
kumada1
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Darkwood Pines is a cozy modern supernatural setting for Original Finish.
The PDF is 6 pages, well organized and cleanly layed out, with a good text size, a lot of whitespace, and an excellent illustration of a cat.
In terms of mechanics, Darkwood Pines gives different supernatural templates you can add to your trainer's breed card (fey, vampire, werewolf, witch) and lets you swap out a more conventional horse for a cat familiar (this is clever and I really like this.)
In terms of worldbuilding, Darkwood gives a quick outline of its environment, complete with a few adventure hooks and NPCs, and a lot of these hooks are tasty. The rideable bramble bears, the phantom hanoverian that wants one last good race, the werewolf support group, it all feels perfectly calibrated for a good oneshot or long-running drama.
Overall, if you're craving some warm small-town supernatural, I would definitely give this a look. It's got a structure and vibe that feels like it could easily have had a multi season run on Syfy in the late 2010s.
MacGimmick is a beer-and-pretzels tabletop rpg about being a certain 80s action tinker guy.
The PDF is 7 pages, with a dense, well-organized zine style layout.
It begins with short fiction, which is a solid tone setter---if you're not familiar with the source material, you'll get the gist immediately.
Mechanically, MacGimmick is a one player multiple GMs game. The player is MacGuyv---immick, and the GMs play background characters and judge whether our hero's stratagems succeed.
There aren't dice here, instead the difficulty of checks is how many pieces you need to incorporate into the device you build.
You can't fail (it wouldn't be interesting, and it wouldn't fit the show,) but if you need to consult a web resource to figure out how to build your way out of danger, you give the GM a resource they can spend to introduce plot twists.
In terms of GM tools, there's some roll tables and good advice throughout, but no canned adventure or support for solo play.
Overall, this is a mechanically clever system that doesn't dwell on being mechanically clever because it's too busy having fun. The engine here is really novel! But more importantly you can turn a t-shirt and some rubber bands into a catapult and use them to launch you over the castle walls to break the scientists out of the dictatorship's clutches.
As a side note, I do think the style of this game could work for a lot of television of this era. Like, you could do Airwolf without a lot of modifications, just with "use a helicopter in increasingly unlikely situations" in the place of "contrive a contraption."
Minor Issues:
-Page 6, Exotic Components, "would might involve"
Ball Game is a Blaseball-styled storytelling ttrpg with a baseball card visual style and some good heft.
The PDF is 40-ish pages, with a clean and well organized layout. There's art or graphics on most pages, and the illustrations pack a ton of charm. They definitely understand Blaseball, but they're also not bound by it and their riffs on its style are interesting.
In terms of contents, Ball Game is a self-professed look at baseball from the outside. Whereas ttrpgs like Dead Ball are born from a passion for the sport, Ball Game talks in its intro about how it had to figure out that passion for itself. And I don't think this is a bad thing. It gives Ball Game a different angle, and it means you get lines like "Baseball is a constant to me. As constant as the moon. As summer. As death."
Speaking of, Ball Game's writing is great. It knows how to pivot from one idea into another. It gets Blaseball's dire and surreal humor at a bone-deep level. The team descriptions are fun to read, which I think might be the bedrock of a good Blaseball-like.
Mechanically, Ball Game is pretty straightforward on its baseline level. It's GMless, 3d6 pool, any 4+ is a success. Contested rolls are highest number instead. You can appoint a coach as a kind of pseudo GM who's more of an expert on the rules and a tiebreaker, which is interesting.
However, Ball Game also builds on that structure by having you play seasons of baseball, and on different teams, which you can switch between during drafts. Teams give you an aesthetic and a mechanical effect, which when combined with your playbook sets you apart from the other PCs.
Playbooks are structured as always, sometimes, never. Which is a neat format. The vibe is Belonging Outside Belonging, but a little more informal and with dice instead of tokens. The "never" also isn't a hard ban. It's just you succeed freely when you use your always, and you take consequences when you use your never.
In terms of GM tools, the game is a little light. There are clearly defined events you can choose to drop into play, but the narrative heart of Blaseball is a kind of freestyle, and so Ball Game doesn't have a set scenario to get in the way of that.
Overall, if you like narrative games, eldritch sports stories, collaborative worldbuilding, and solid mechanical choices I think you'll like Ball Game. It wants a few sessions of play, maybe a mini campaign, and shouldn't be hard at all to add to your gaming rotation. It's also as friendly to baseball fans as it is to baseball outsiders, and is a solid introduction to telling stories with the sport.
Oh, you could definitely change that to "after X fishing attempts" where X is the number of PCs. I playtested the adventure with 4--5 people and did some solo testing, but didn't check larger group sizes.
The big advantage of a large group size is that it gives you more freedom to absorb exhaustion, tag in, use the right fisher for the job, etc, but this is counterbalanced by some fish and animals (and specifically the Great Dreamer Challu) scaling off of the party size. A large enough group might make Challu very very difficult without everyone getting more time to fish.
Good catch!
Workhorses No More is an Uma Musume with a bit (a lot!) more intentionality behind what it wants to say. Uma has some thoughts about loneliness, friendship, competition, the meaning of success, etc, meanwhile Workhorses is screaming, firing an uzi, and doing donuts on your lawn. If you've ever thought for more than a minute about that throwaway line about how an uma's body is basically a lethal weapon, you are in the right headspace to begin reading Workhorses.
If not, other plausible touchstones are Revolutionary Girl Utena and Madoka Magica. No I'm not kidding.
The PDF is 20 pages, with a banger cover and a plain but entirely readable interior layout. This has a side effect of highlighting how (positive connotation) batshit the text is willing to get. There's a surreal, hotblooded dreaminess that runs through Workhorses like a spinal column. It's a *fantastic* read, but you'll also be kinda clinging by your fingernails to where you think the setting is going---and I think to vibe with it at all, you've gotta be able to understand destruction as an act of transformation.
"This horsegirl game examines hegemony" is a thing you can say about Workhorses and it will be true. It's also implicit and deft in how it talks about the topic. Your character has traits like Yoke (your primary obstacle) and Truth (a thing you believe unquestioningly) and you are a student at the Sisters Of Mount Sinai Academy For Young Girls which forces you to race---and also you rebel from it by racing in secret. There is a lot you could unpack about this.
There's also a good light crunch to character creation. Everything is small numbers, but there's a lot of unilateral powers and bonuses that create a complex game environment. Workhorses' dice are simple but also weird and smart in a way I haven't seen before---2d6, drop highest, add stat, and one die is negative while the other is positive. This means you'll usually get a stat modified by a low amount. Even a total of 1 is a success, but higher numbers translate into more effect. Plus you have a spendable resource called boons, which come back on high rolls, so you can kinda combo high roll into high roll or rescue yourself from bad failures.
Added to this light crunch are some good, quick rules for contests, combat, and a thematic mechanic about speaking in red that is heavily intertwined with the lore and allows you to reverse bad failures into heroic successes. Essentially, red is the color of absolute reality, and if you speak in it, your words are truths stronger than your environment.
For GMs, there's some story seeds and NPCs, but I think the real secret sauce is the writing. Workhorses is a game you have to feel, and reading it does a great job of putting you in the right headspace.
Overall, if you like hotblooded indie ttrpgs and have an even passing interest in umas, this is a strong recommend. This is a stellar game to read and I think will be even more memorable at the table. 10/10 I enjoyed it immensely.
Minor Issues:
-p 8, Social Studies, "a breast" should be "abreast"
-p 8--9, Abilities, the Favorite Subject and Club and Lineage subheadings blend into the rest of the list. It could be worth centering / underlining the text to make the subheadings pop a bit more.
-p 10, I think you can just freely boon every roll that's 0 or better and get the boon back. This might not be intended play. Restoring boons on sufficiently negative rolls instead of positive ones might add some more dynamism.
-p 11, this talks about "rolling on an appropriate stat" such as "Might" but I couldn't find either of these things in the book. Are these holdovers from the core system?
I've been using "this is a ttrpg" in increasingly outlandish circumstances to see when I finally get pushback. Also yeah, the physical dictionary is a bit of a limitation and I couldn't figure out how to adapt it gracefully to wikipedia. Although, I do kinda like that it uses archaic tech. Maybe my next game will require a rotary phone.
I was a playtester on this, and can speak pretty roundly in favor of it.
Haghorse Run is a classical style train adventure that is complicated by the fact that it's running in Footfall, so when the turn does come and Things Happen, everyone involved is a physics-ninja.
This both means that Haghorse Run can go more literally and metaphorically off the rails without imploding, and also that the suspense leading up to that moment feels more interesting. There's a real sense of tempo as the PCs and NPCs start exerting more and more influence as they get a sense for the social and physical landscape of the train, and there's a lot of little mysteries to solve or entirely miss. Genuinely, this is one of those adventures where it'll never run the same way twice.
In terms of polish, the version I playtested was pretty full of features but there's been a lot of small stuff added since then. My favorite bit of enrichment for a train scenarios is a period appropriate menu, and Haghorse has one. For maximum immersion, you can try to cook it yourself.
In terms of who this adventure will resonate the most with, I think people who play Footfall like it's Outlast might not vibe as much with the more gradual pace, but if you like mysteries and pseudo-historical RP and stuff like Horror On The Orient Express you'll have an excellent time.
You can also use it when you're not being attacked, but during an attack the teleport is slightly slower than the attack, so you still get partially got.
The problem here might be that I called it blink, which implies it's a lot faster of a process than it is. 'Fade' might've been a better word choice.
All effects are intended to stack, so if you take multiple Specialties that affect your Social Standing, they should all apply. If you take multiple Specialties that randomize your Social Standing, you choose which of them applies last.
The Woods Mother's Mother's Care tokens are not meant to last past the end of combat. If a Complicit copies the passive, those tokens are discarded when combat ends.
These are really good mechanical additions! Progressing the time to sunrise in particular is a really good way to keep tempo during a scenario's finale.
Guaranteed damage I assumed would have a place in a meta, but I did my testing individually for this game, so I might've missed how good it is on a team. I'm not sure I have an idea for how I want to calibrate it yet, but I'll do some thinking about a patch.
Also a saber salute to Viney Vinnsauce! His memory shall remain!















































































































































































































































































































































