Showing posts with label Two Little Mice. Show all posts
Showing posts with label Two Little Mice. Show all posts

Tuesday, April 28, 2026

Where's All The Roleplaying Stuff Then?

Photo by Nika Benedictova
When I launched this blog last November (with a hefty backlog of material preloaded) it came with the implicit suggestion - if not an outright statement - that Cowboys, Capes, and Claws would be largely a roleplaying game blog.

Well, that was the idea in my head anyway.

There have been general roleplaying posts, but primarily the blog has been - to date - film reviews and trailers, comic book news, wargames bits and bobs, and some coverage of TV shows and my meandering health issues thrown in for good measure.

Those who read my old blogs will know that sometimes I'd tack gaming material on the end of my film reviews (e.g. monsters and magic items that had appeared in the movie, translated into my own old school mechanics), but there has been none of that so far here.

And I'm very conscious of that absence of "added value".

The big thing - and this has been alluded to in most of the gaming-related posts I have published here - is that I simply don't know what system I want to focus all my attention on these days, what game I want to run for the Tuesday Knights (my gaming group).

The strongest contender is Twilight Sword, the anime and video game-inspired fantasy roleplaying system coming soon from Two Little Mice.

The full game is due to be released to backers of the crowdfunder (such as I) in the next few months.

However, a beta PDF of the core rules - largely absent the setting material, which will be in a second book (all part of the crowdfunding campaign) - has been delivered. And I like what I've seen. It's simple, and seemingly elegant, but I'm still not sure if it offers everything I'm looking for in a game.

But then again, does any rules set?

I tried kludging together my own RPG system a few years ago, to cover everything I wanted in a game mechanically, and it turned out to be a Frankengame with an ease of accessibility somewhere in the region of Phoenix Command or Advanced Squad Leader.

While I knew how it all worked and how each subsystem meshed with the others, it would have been a nightmare to explain to our group - especially as we generally lean towards the more "rules casual" approach to gaming.

The rules and themes of Twilight Sword are quite different from my usual offering, but that just needs a mental adjustment upon my behalf, as I'm sure the players will adapt without thinking or complaint - as long it's clear what they need to do.

Therefore, I don't want to start "tinkering" - coming with scenario-specific houserules, new magical items or monsters - until I have the full game in hand (the actual books, rather than the PDFs) and have probably played more than a handful of sessions with "rules as written".

That said, I'm also lining up at a small number of back-up offerings, in case I decide Twilight Sword isn't actually what I'm looking for. The last couple of times I tried to run games at our table (
Shadowdark and Villains & Vigilantes
) both crashed-and-burned because I wasn't happy with the way things were shaping up.

Therefore, I really, really want to be certain that the game I choose is the right one before I present my next campaign to the Tuesday Knights.

I have a great deal of lost trust to regain. We only meet up 10 or 12 times a year, so each session is precious and can't (in my mind) be wasted on something that isn't going anywhere.

And this, gentle reader, is why I haven't written anything system-specific on the blog yet. Because I don't have a system to write to.

So, bear with with me, please keep reading the silliness I post (and commenting when you feel so inclined) and one day... hopefully in the not-too-distant future... there will be useful gaming material on the blog.

Along with film reviews and trailers, comic book news, wargames bits and bobs, and some coverage of TV shows and my meandering health issues thrown in for good measure.

Friday, April 24, 2026

Twilight Sword On Track To Ship End Of July

Today's livestream by theTwilight Sword authors
It sounds as though Twilight Sword is still on track to ship at the end of July.

In the latest email update for backers of the crowdfunding campaign for the anime and video game-inspired fantasy RPG from games' publisher Two Little Mice, it was stated that:
"Currently we're wrapping up the Starter Set, which should be ready in a couple of weeks. Soon after we'll go back to finishing Lands of Radia, which will be released around the end of May.

"Once the books are ready and typo-free, we'll send you all the Cards, Maps, Sheets, and the rest of the digital aids. We'll make another update next month to give you additional information about the soundtrack, the Alchemy Module, the Solo Mode, and the 3rd Party License.
"
Although there was little to add at this stage, in today's livestream by the games' authors, Riccardo “Rico” Sirignano and Simone Formicola, they stressed how proud they were of this game and how different it was to their other products, both in design and appearance.

As well as reiterating the planned shipping schedule for Twilight Sword, Rico and Simone added that they were still in the last round of playtests, which would allow them to work further on - for instance - balancing the monsters, but emphasised that the game was "mostly" finished.

Kokkoros! Art by Daniela Giubellini
A pleasant surprise in this week's email update was the inclusion of a link for backers to the 202-page beta PDF of the core rulebook for Twilight Sword.

While this is nowhere near a finished product, it is very advanced and eminently readable.

That said, I very much doubt I'll be posting a full review of the game until I have the hard copy in hand.

Not only is this beta release not the final iteration of the game, but also I'm no fan of reading massive PDF files on my laptop.

At first perusal though, the mechanics of Twilight Sword appear delightfully simple, but with a vast amount of applications, specific effects and modifiers.

I suspect it's a system that's easy to grasp initially, but then will take a good length of time - and actual play - to really grasp all its nuances.

There are definitely some idiosyncrasies and foibles of the setting and system that I'm going to have to put my thinking head on for if I'm going to run Twilight Sword for the Tuesday Knights (which is the intention).

I am, however, convinced that once the physical game has arrived - along with all the extras I invested in through Backerkit - and I've been able to study it all carefully and see how the various elements interact, it'll all fall into place (fingers crossed).

Casting spells, art by Daniela Giubellini

Friday, April 3, 2026

Good News/Bad News On Twilight Sword PDF

Way of The Wild

Game publishers Two Little Mice announced today that they would be unable to meet the previously stated April 7 release date for the beta PDF of their highly-anticipated, anime/video game-inspired Twilight Sword roleplaying game. 

However, all is not lost, as the release date has only been pushed back a couple of weeks, so - all being well - backers of the game should be receiving their PDFs in the second half of the month.

Not only that, but we were treated to a 35-page PDF of the first chapter of Twilight Sword, which includes the Champion creation rules, the five core Kin (species/races), Ways (classes), and Feats, which this update says is "[m]ore than enough for you to start making your very own Champions!"

I've only skimmed my PDF so far, but it looks absolutely gorgeous and, after the holiday break, I hope to get down to creating my first Champion.

I'm already excited to see in the "origins" section of character creation that there are, at least, two options that lean into possible isekai backstories for your Champion.

Tuesday, March 24, 2026

The Twilight Sword Will Be Drawn on April 7

Way of The Blade, art by Daniela Giubellini

A beta PDF of the Twilight Sword roleplaying game, along with the starter set, will be released - to those of us who backed the crowdfunding campaign last year - on April 7, according to a recent update from publisher Two Little Mice.

The update added that the:

"...BETA will be pretty advanced, with maybe some typos left to find, and some artwork missing. But you can expect the full Twilight Sword experience, including an introductory mini-campaign ready to play."
Work is also proceeding at a pace on the Lands of Radia supplement, detailing the default setting for the game, so that is also expected to be finished soon.

The company - which is also responsible for the ever-expanding OUTGUNNED catalogue of action movie-themed games, Household, Memento Mori etc - calls Twilight Sword its "most ambitious project to date", which has me even more excited than ever for the game's arrival.

The print edition of the anime and video game-inspired, sword-and-sorcery ttrpg Twilight Sword is still on track to be shipped to backers at the beginning of August.

Lumino Inn, art by Donata Poli

Wednesday, March 11, 2026

EPISODE FOUR: Plane Sailing

Our heroes in their seaplane
[Unfortunately, Mark was unable to attend last night's game; his one request was that his character, our pilot Onyx, stay with our plane. However, what we couldn't have known was that almost the entire episode took place within the seaplane... and Onyx - run by committee - turned out to be our MVP!]

Picking up from the end of the previous episode, our heroes - Buck (my explorer), Freya (Clare's photojournalist), Dick (Kevin's ex-G-man), and Onyx (Mark's pilot) - launched our seaplane in pursuit of the giant Nazi zeppelin.

The Hindenburg-sized airship was heading towards the co-ordinates we had discovered that we believed revealed the location of the mythical island-state of Atlantis!

Our foes didn't know that we had the location as well - thanks to some clever thinking by Freya - and so I advised veering off to refuel at an airbase of Oynx's choosing, then beating the enemy to the secret location.

However, that option was quickly taken off the board when two Luftwaffe planes (launched from under the airship) came diving towards us, intent on shooting us down.

As our plane was unarmed, Buck leaned out of one of the rear doors - secured by a seat belt  and with Dick helping him steady his aim - and started to open fire with his hunting rifle.

Our plane took some hits in the attack, but I managed to take out one of the pilots so that he crashed his plane into the ground. 

The zeppelin
Evading the other, Oynx - assisted by eagle-eyed Freya - then spectacularly flew our plane up and into the aircraft hanger underneath the zeppelin... surprising the two mechanics working in there.

Still secured at the back door of our plane, Buck shot one of the technicians in the knee, taking him out of action, while Dick and Freya rushed out and assaulted the other. Dick delivered an impressive uppercut, K.O.ing the man instantly.

Pete's hasty map of the hangar underneath the zeppelin
Convinced the Nazis were unaware of our presence, we secured the hangar, tying up the two unconscious men and hiding them behind some crates. Dick barricaded the portals at either end of the large room, so no one could get in, then we set to work manoeuvring our plane so that it was ready to eject when the moment was right.

Several hours passed and we saw that the zeppelin was now sailing over the Mediterranean at night, heading towards a mysterious bank of clouds.

At this point, we could hear people banging on the doors - trying to get in - and so it was clearly time, as the airship entered the fog bank, to drop out of the hanger and see where we were.

I'm not sure we really expected to see the ancient city of Atlantis floating on the stormy sea in front of us!

ATLANTIS! ATLANTIS! ATLANTIS! (it's only a model)

TO BE CONTINUED...

CAST:

  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - Mark (absent)
DIRECTOR:
  • Pete
Buck & Dick (top) and Onyx & Freya (bottom)
If you want to keep abreast of the action in our current season of Pete's Weird Science campaign (currently using the OUTGUNNED ADVENTURES system from Two Little Mice)
then visit this page to find links to all our previous episodes.

Saturday, February 21, 2026

Twilight Sword Update


All the crowdfunded shiny goodness of Twilight Sword is on track to be shipped to backers around the beginning of August, however the PDFs of the two main books and starter set could be sent out as early as the end of March.

These nuggets dropped during the first livestream of the year, yesterday, by two of the founders of the game's Italian production company, Two Little Mice, Riccardo “Rico” Sirignano and Simone Formicola.

The game, the company's biggest project to date, is currently going through extensive playtesting to hone the mechanics.


While the land of Radia remains central to the default campaign included in Twilight Sword, the core book has been rewritten to make the game more setting agnostic, so gamemasters can easily use their own settings with the system.

The bulk of the livestream concerned the production of other current Two Little Mice projects, such as Outgunned Superheroes, the latest variant of their action movie-styled roleplaying game.

Without going into too much detail, it was revealed that the company's next crowdfunding campaign, taking place in May, would be another addition to Outgunned.

Thursday, January 22, 2026

TWILIGHT SWORD: One Of 2026's Most Anticipated Games

Two Little Mice's Twilight Sword has ranked tenth in EN World's recent annual community vote to find the most eagerly-awaited games of the coming year.

The Italian games company is also responsible for the Outgunned range of action film roleplaying games, of which the Tuesday Knights are currently playing the pulp iteration Outgunned Adventures.

However, Twilight Sword is a game system I have a financial interest in, having backed its crowdsourcing campaign almost entirely on vibes.

To be honest very little has been revealed about the game, besides the fact that the original games engine (the Created at Twilight system) revolves around a central mechanic involving a 1d12 "roll under" check.

During the fundraising campaign, the designers shared glimpses of  monsters, character sheets, and gaming sub-systems - all of which seemed to optimise simplicity and gorgeous design.

There's a gorgeous, free introductory PDF as well, which is primarily about evoking the desired atmosphere of Twilight Sword with a broad overview of the rules mechanics, setting and the role of player-characters (Champions) in overcoming Despair and bringing Hope back to the conquered lands of Radia.

While this alone might not have been enough to lure me in, my experience with Outgunned told me these people know how to design games, so I decided to give them the benefit of the doubt.

At the end of last year I was toying with some ideas for an anime-inspired fantasy setting for my next campaign - having realised that I work best as a gamesmaster when running a fantasy campaign - and was looking at Break!! and Twilight Sword.

Both are beautifully-designed games, but while Break!! feels akin with Advanced Dungeons & Dragons (or even Third Edition), Twilight Sword is giving off more BECMI or B/X "vibes" with its seeming simplicity. This better suits where I am at the moment with my approach to gaming and desire to run something where the rules aren't tripping everyone up every other round.

The EN World post points out that Twilight Sword "is inspired by classic video games like The Legend of Zelda and Final Fantasy", which makes my interest slightly perverse as I've only played Zelda once and have never played Final Fantasy. I'm just not a video gamer, but I find the worlds and mythologies created for these games fascinating.

I also love the fact that Twilight Sword is set on a world - seemingly - without humans, instead elf-like creatures are the dominant species along with anthropomorphic animals (you know I'll be bringing the ducks) and other fantastical races.

This is a million miles away from the human-centric fantasy world I have been pushing in recent years and I'm more than okay with that. I've definitely loosened up my ideas what makes a dynamic roleplaying game setting in the last 12 months or so... thanks, in large, part to watching a lot of Dungeons & Dragons-inspired anime.

Twilight Sword
isn't released until the middle of 2026 (at the earliest), so that's when I'll be making my final decision on whether this is the new system I bring to the Tuesday Knights. But I'm very optimistic that this is a shoo-in.

I have a collection of ideas, names, atmospheric suggestions etc stored as notes on my phone for my, as yet undefined, Twilight Sword campaign but I won't know how applicable they are until more information about the game and its setting (the lands of Radia) comes out.

That also means I probably won't be talking much about Twilight Sword - as it is largely a mystery - either here or "in real life" until closer to the actual time it's likely to be in my hands.

Thursday, December 11, 2025

EPISODE ONE: Gaming Again! It's A Christmas Miracle!

It's great to be gaming with my friends again

For numerous reasons, it's been a rough year for the Tuesday Knights.

Until this week, we haven't gathered for gaming purposes since about May, but given the improvement in my mobility and stability I was determined that we get in, at least, one game before the end of the year.

Sadly, Mark wasn't able to make it due to a prior commitment, but Clare, Pete, and Kevin showed up this week for the resumption of Pete's pulpy "weird science" campaign.

We finished that campaign's first "season" in February 2024, after three years and 32 sessions of gaming.

The idea of this week's gathering was to "generate" our characters and gain an overview of Pete's new system of choice: Outgunned Adventures from Two Little Mice.

Festive bao buns, courtesy of Rachel
But, first, we had a massive Christmas feast of pizza and festive nibbles to tuck into, prepared for us by Rachel, and a lot of catching-up to do. Sure, we chat in our WhatsApp group, but it's not the same as face-to-face banter.

Once we reached the stage where we couldn't eat any more, the table was cleared and the gaming began.

Following the get-together Pete and I had the other day about transferring the group's characters from Hollow Earth Expedition to Outgunned, Pete handed out character sheets to us all and talked us through character creation.

I liked this because, at the end of the process, the characters felt like our own creations rather than just "pregens".

The game's simple dice mechanic was explained and then we were thrown into Frozen Legacy, the first episode of the Saturday morning serial (ie. campaign) called The Fate of Atlantis.

It's still the pre-war 1930's and our characters - explorer Buck Hannigan (me), photojournalist Freya Larson (Clare), and former G-man, Richard Tate (Kevin) - are now freelance adventurers.

We've been hired by Professor Casper Wieloch to find the lost tomb of Erik The Red in Greenland, and retrieve a mysterious (and unknown) artifact. To aid us, the professor loaned our group Odin's Key, an iron medallion engraved with runes and with a translucent crystal lens at its centre.

Prof Casper Wieloch (left) and sketch of Odin's Key (right)
We soon found ourselves scaling a massive ice wall in Greenland. Buck put his mountaineering experience to good use, keeping his friends safe on the tricky ascent as the wind howled and the sea crashed violently below.

At the top of the climb we found a plateau with a single, ancient, Christian memorial with the words "sicut vixi ego relinquo" carved up on it. 

Freya translated this ("as I lived, so I depart"), but raised concerns as to why someone who had rejected Christianity (ie. Erik The Red) would have a Christian memorial.

Patterned floor tiles
Spotting a groove in the side of the stone, Buck blundered on, inserting Odin's Key (while still clenching it firmly). This - unfortunately - set off the first booby trap. The ground opened up beneath us and we were all propelled down a rough slide into the freezing ocean water.

Luckily, we spotted a nearby cave and swam into it for safety. Inside we found a passageway leading deeper into the rock, which led us into a big cavern containing some Viking skeletons.

As we progressed, it became clear that the room was man-made, with Freya identifying the Viking architecture and the large statue of Odin, holding a golden spear, at the far end.

Between us and the statue, which wore an eyepatch featuring the same designs as our medallion, was a floor of finished stone, featuring tiles of different colours. 

It was clear this was some kind of puzzle trap, but when Freya looked across the floor through the lens of Odin's Key she saw "safe" routes illuminated - unfortunately a different route depending on which eye she used to peer through the Key.

With Dick and Freya staying back to guide him, Buck began to cross the floor - following their instructions.

Unfortunately, he picked the wrong path to start with, causing the statue to lower its spear at him and a tidal wave of sea water to surge through the cavern, accompanied by a strong rush of wind.

Second time lucky (now in near pitch darkness), Buck reached the statue and found a partially opened panel behind it, which he and Dick managed to force open. 

They passed through a narrow corridor into a blinding light, emanating from an enormous ice cavern where a Viking longboat was suspended from the ceiling, wedged between two pillars of ice.

TO BE CONTINUED...



CAST:
  • Buck Hannigan - Me
  • Freya Larson - Clare
  • Dick Tate - Kevin
  • Onyx Jones - Mark (absent)
DIRECTOR:
  • Pete

Tuesday, November 25, 2025

If Adventure Has A Name, It Must Be The Tuesday Knights


On and off, the Tuesday Knights (my gaming group) has been playing Pete's period pulp action campaign for 32 sessions over three years. He likes to keep things fresh by switching the rules system for every story arc.

We started in the 1950's, fighting zombies and giant monsters - even travelling to an alien world at one point - using GURPS Atomic Horror, then we slipped through a portal to the 1930's for an extended Hollow Earth Expedition-fuelled hike from New York to Antarctica, punching villains in the face along the way, and finally being drawn into some Lovecraftian cosmic horror shenanigans that were a delicious blend of John Carpenter's The Thing and old HPL's At The Mountains of Madness.

That adventure culminated with my character Buck Hansen, a world-weary big game hunter and explorer, managing to blow up - rather impressively - a newly-risen ancient god.

The other members of the team are Kevin as former G-man Dick Tate, Mark as daredevil aviatrix Onyx Jones (he took over Erica's character when she left the group), and Clare as photojournalist Freya Larson.

For the next stage of the campaign - which is scheduled to begin in December (all being well) - Pete is turning to Outgunned Adventures, a standalone spin-off of the popular Outgunned system from Two Little Mice.

I think we're staying in the 1930's for the moment, but hopefully there will be an in-game explanation for the subtle changes in our characters (and the new rules mechanics).

The other night Pete came round to talk through the new game with me and seek my assistance in roughing out conversions of the characters from HEX to Outgunned.

I was extremely flattered by this, especially given that my recent attempts to get a campaign going (a Shadowdark game that lasted one session and a Villains & Vigilantes one that lasted three sessions) both fizzled out in most depressing manners.

The Outgunned Adventures rules book is gorgeous, both in its layout and art, and full of homages to the Indiana Jones movies (particularly Raiders of The Lost Ark).


The game's core system seems elegantly straight-forward (but then again so did HEX - in theory - which turned into a confusing mess in play).

Tests in Outgunned are made with small dice pools of two to nine six-sided dice and you are looking to match numbers to score successes (e.g. roll 5d6 and threes come up on four of the dice, then that's four successes).

Although I'm still not a massive fan of dice pool mechanics, as I grow older and more befuddled I've come to really appreciate simplicity at the heart of my games (which was one of ways I went wrong with Villains & Vigilantes game).

Outgunned's dice pool mechanics are rather different than the HEX approach to generating successes, but hopefully the Tuesday Knights will latch on quickly.

Pete and I were able to find pre-generated templates that matched the characters in our little group, and then went through the personalisation process of picking out various traits and abilities that matched those that our characters had used in the earlier adventures.

Flicking through the book, I couldn't help but keep catching myself thinking "this looks really nice, perhaps I could use Outgunned to run something in a different setting".

Well, in the cold light of day, I don't know about that, but - while I'm taking a break from sitting behind the GM's screen - it's certainly got me thinking more positively about running a game again... at some point in the future. 

Indiana Jones much?
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