Sherwood

I feel the biggest hell-yeah aspect of this game is its straight-forward commitment to outlawry and the idea that you're fighting so hard for justice that you're driven to live a life deep in woods where the line between worlds gets blurry and that this is the most awesome thing that could happen to you.

The game encourages the outlaws to take an inclusive, anarchist, justice-based approach to the flawed world that has condemned them but otherwise is fairly faithful to the Robin Hood formula. You steal from the rich to provide for yourself and your merry band and anything left over goes to those wronged by the rich.

This central precept has already influenced how I think about games set in the Cyberpunk genre and led me to rethink how fantasy post-apocalypse games like Dark Sun should be framed. So without having actually played it I would recommend giving it a read.

Mechanics

The basic mechanic is very similar to Traveller or WSCA with a 2d6 roll versus a target of 8. Rolls of 12 or over are critical successes. Skill checks can also be subject to Advantage and Disadvantage. Opposed checks compare the rolls against one another rather than a fixed target number.

The GM is not intended to make rolls in the game so there are also saving throws where the player tries to roll under an attribute (Endurance, Willpower, Wits and Luck) to avoid trouble.

Allies also have mechanics (as befits a game about a gang of companions), either providing Advantage to a character or being able to carry out tasks on their own with a 4 or more on a d6 meaning success or a miss resulting in trouble.

Damage is taken off attributes (generally Endurance) so Saving Throws become harder as per Mark of the Odd systems. Going down to zero means being “Out of action” rather than dead and generally the system tends towards jeopardy rather than death.

Magic is handled as a skill (with an attribute requirement of a Willpower of eight or more) and generally you have to make a skill roll and spend Willpower to use arcane powers. It is less punishing that magic systems that use hit points but does also mean that magic users are reducing their ability to make Willpower saving throws so its not like a mana system either. It seems to plot a healthy path between the two ideas.

Character creation

The game uses a lifepath kind of system which describes the life the character was born into followed by the reason for their being declared outlaws. There are some chances to pick from lists for your starting abilities and some rolls against tables for the life stages. It all seems quite characterful from reading through it.

Scenarios

There are two scenarios provided: one about ambushing a tax caravan and the other about an heiress trapped in a another dimension within her own castle. The heist doesn't feel that supportive as a framework, there's a description of the inn and there is a group of travelling players there so I guess its meant to offer the opportunity to create a cover story and try and steal away the taxes but it would have been good to have a few clearly signposted opportunities to offer up. Otherwise I think it would just be more enjoyable to throw open the theft to any approach the characters might have chosen.

“The Prison Keep of Lady Maude” is better as there is a stronger metaphorical reading of a corrupt priest imprisoning an heiress to claim her inheritance. The supernatural is both explicit in the shadow keep and implicit in the ghostly black dog form of Lady Maude's father roaming the night.

Conclusion

The exact content of Sherwood may or may not be to your tastes but as a way of constructing a progressive campaign frame for a game of magic, rogues and wild forests it is worth studying. You can have magic, trickery and swordplay and it doesn't need to be murderous, gross or exploitative. You can have outsider characters and yet not reject the concept of society.