Was awesome playing through this a couple months ago! Highly recommend!
Maia (my-ee-uh)
Creator of
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Hey hey! 👋 Finished reading v2 and again, loving the premise. I did notice a few small things and had a couple questions.
1. Looks like there's a typo on Page 16: Under the "STOPS" heading, the text says "YTHE GM CHOOSES" instead of "THE GM CHOOSES".
2. For the "Out of Gas" Rule there seems to be two different rules for running out of gas. Page 15 says it happens when the FUEL DIE is "BELOW A D4", but the glossary on page 22 says it's when the die is "at d0". A little confused there.
3. What happens if there are tied Dice? For example if the FUEL and FEAR dice tie on a roll? The rules on page 6 cover when one is higher than the other, but not ties.
4. For the "Detoured" Reward on page 20, the rule says when players escape, they "increase their FUEL DICE 1 step". This seemed a bit confusing cause I thought about if a player is already at a full d12. Maybe it could be rephrased to something like "restore their FUEL DIE one step if it was damaged"?
5. For the TERRIFY Cost, the TERRIFY action on page 21 costs "(X FEAR)". It might be clearer to list it as "(1+ FEAR)" or add a quick note that the GM can spend more FEAR to make the effect bigger.
Hope this is helpful :)
Hey there, thanks for the reply! Unfortunately after playing through a few more Moments over the past week and ive decided that Tinyoji isn't for me, but I'm so appreciative of something like this being made available for everyone!
I guess my biggest issue is that previous topic I mentioned. Overall I played through 5 Moments and only got a Keepsake on the 2nd one. The next 3 were all failures after succeeding everywhere else needed, and ultimately it wasn't a good feeling.
I had a thought of adding in a homebrew rule where if by the 3rd Moment you play through and you still don't have a Keepsake, you automatically gain one. But I didn't wanna do what I usually do of adding in homebrew rules, making tweaks, etc for games anymore.
I understand this being a cozy game and wanting to take our time throughout the village and the seasons, but with the way the mechanics are structured now, it seems like it would take a VERY long time to collect enough Keepsakes to make upgrades.
But hey, it may just be me. I'm sure there are others who don't mind the Keepsakes mechanic and don't mind it all. Again, thanks for making cool projects for people to take part in! :)
Hey there Tinyoji Creators!
I just started playing my first game of Tinyoji and wanted to share my initial thoughts. I love the cozy, charming theme, and I found the core mechanics to be clear and relatively simple to pick up. The entire concept is very inviting for a new player.
My main feedback so far revolves around the system for gaining Keepsakes. They feel quite difficult to earn, and I'm still deciding how I feel about that. For example, in my very first moment, my character, Kiri, was cleaning muddy bootprints in her Level 1 Hollow. I had a success on the main challenge, then I also passed the Keepsake Threshold check. However, I was unable to earn a Keepsake because I failed the final d6 roll, where I needed a 1.
Since Keepsakes seem to be the primary way to upgrade landmarks and grow within the game, I'm a little concerned about the pacing. Looking at the rules, the chance to gain a Keepsake only increases by one face of the die for each Landmark Level. On a d6, that means the probability of earning a Keepsake goes from about 17% at Level 1 to 33% at Level 2. That still feels like a steep climb, which makes me curious about the intended feel for progression.
Of course, these are just my thoughts after one moment! I'm keen to play more to see how the experience unfolds as the seasons change and new opportunities arise though.
Also below is some info on my character. Kiri the Shy Sparrow. She's an expert with her Nimble Wings and has these Keen Eyes that are always helpful. She's a Gifted Weaver and has a small Foraging Pouch she has wrapped around her. She's very shy though and Soft Spoken.


