Showing posts with label break!!. Show all posts
Showing posts with label break!!. Show all posts

Friday, February 6, 2026

Isekai? It's Narnia Business!

Isekai (Japanese: 異世界; transl. 'different world', 'another world', or 'other world') is a sub-genre of fiction. It includes novels, light novels, films, manga, webtoons, anime, and video games that revolve around a person or people who are transported to and have to survive in another world, such as a fantasy world, game world, or parallel universe, with or without the possibility of returning to their original world.
Portal fantasy, also called portal-quest fantasy, gateway fantasy or crossworld fantasy, is a plot device in speculative fiction, particularly fantasy fiction and science fiction, in which characters enter a self-contained fantasy world through a portal, typically within a quest-based narrative that focuses on exploring and navigating that world. Portal fantasy works typically feature protagonists who enter alternate realities, explore unfamiliar landscapes, and encounter distinctive characters. Overall, portals in speculative fiction act as catalysts for narrative movement, worldbuilding, and thematic exploration.
With a new vision of C.S. Lewis's Narnia coming to Netflix at the end of the year and the fact that I am listening to the BBC radio play adaptations of The Complete Chronicles of Narnia, I'm entertaining different approaches to hooking players into any future fantasy roleplaying setting I conjure up.

Given that the current hot contender for "game du jour" is the upcoming video game and anime-inspired Twilight Sword, I can't help but be drawn to the concept of isekai (see the definition above if you're not au fait with the term) - although I don't know if it would be appropriate for that particular game (on the other hand it is baked into Break!! as a core character concept).

But, more specifically, my current travels in Narnia have got me wondering about the idea of "child adventurers".

I know these days this is a much more common concept - thanks to the ubiquity of Stranger Things, a whole heap of anime, and RPGs like Tales From The Loop and Kids on Bikes -  but it's an idea that takes me back to the early days of Steve's Villains & Vigilantes campaign in the 1980's, where a core concept was you play "yourself with superpowers".

You didn't roll random numbers to generate your statistics, but rather you and your fellow players 'graded' each other on a scale of three to 18 for the the primary stats of your characters, then you generated random superpowers and bingo! That was how the Acrobatic Flea was born.

But, of course, the big difference between superhero roleplaying games and Dungeons & Dragons-style fantasy adventures is that supers games are generally skewed towards keeping the player characters alive, where as dungeon delvers tend to be fragile, little snowflakes when they are just starting out.

There is a long literary tradition of "child adventurers" - in fact many of my favourite books have juvenile or young adult protagonists (e.g. Philip Reeves Mortal Engines saga, The Wizard of Oz and, of course, Alice's Adventures In Wonderland) - but literary tropes don't necessary work as written in a roleplaying format.

I like the idea of "Earth" men and women traveling to an alien world (e.g Edgar Rice Burrough's John Carter books), as it means you don't need to explain everything to the players beforehand and they can explore the world as they go along, and I have no qualms about tooling up imaginary child characters with swords and bows, but what are the logistics of such a starting point?

How would I go about generating statistics for the player-characters? Would the players play younger versions of themselves (as per Villains & Vigilantes) or roll new characters? How would players, particularly those who were parents, feel about putting (fictional) young characters in harm's way?

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.

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?
My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc