D&D 5E Obojima: Tales from the Tall Grass

This sounds like a wonderful product, but I can't think of a system I'd play but would want to play less for this game than 5E. It sounds like the binary skill system of D&D without even something like skill challenges. I'm definitely not trying to yuck anyone's yum, but playing this with a system like Daggerheart or Grimwild (just to get started) would seem to go together like peas and carrots. And thoughts on how they deal with the mechanics side of things?
I haven't dug into it enough to comment more deeply, but the adventures appear to be pretty standard "go to a place, solve their problem" kind of adventures, which I think D&D handles fine.

The mysteries to solve (as opposed to the big ones, like "what's with all the 1980s technology (minus guns) on this island?") are all pretty straightforward ones that the book gives answers to and that can certainly be identified before level five and maybe even solved with good-hearted roleplaying and getting the island's various power groups together to help.

That said, I don't think this game would support level 19 characters barnstorming around the island, but I also don't think most groups would want that experience. Groups that want to start throwing meteor storms around should probably be shuffled off to another anime-inspired setting, of which there are now several.
 

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This sounds like a wonderful product, but I can't think of a system I'd play but would want to play less for this game than 5E. It sounds like the binary skill system of D&D without even something like skill challenges. I'm definitely not trying to yuck anyone's yum, but playing this with a system like Daggerheart or Grimwild (just to get started) would seem to go together like peas and carrots. And thoughts on how they deal with the mechanics side of things?

One of the things to understand about this setting is that it's not trying to recreate a Ghibli movie exactly. It has little interest in presenting deep crunch to dramatically change D&D's core loop. It wants to be Ghibli-flavored D&D, and it leans into that. This is not a disappointing compromise (unless you don't really want to play D&D), but rather simply a design decision that they execute on fairly well.

So, your protagonists are not (necessarily) Ghibli protagonists. They're still D&D protagonists. You won't be a five year old schoolboy who falls in love with a fish or a tween girl who works at a bathhouse or a schoolteacher with a sick wife. I mean, those are all fine bits of inspiration and backstory, but then you layer the D&D protagonist stuff on top and maybe your Obojima version of Satsuki from Totoro is a young witch who is looking for her long-lost sister who disappeared into the fey realms when they were children. And your Obojima version of Sosuke from Ponyo is a boy who fell in love with a fish and now is a young adult who swore the Oath of the River to always protect her, and now faces the ocean itself to prove his love is true. Your Obojima version of Chihiro from Spirited Away might need to kick some butt as a fey-pact warlock who made a deal with river spirits in order to escape the clutches of Yubaba (who might cast fireball in this translation)

This does compromise the "fairy tale" element of some of the Ghibli stories. Because D&D isn't great at delivering on those vibes, and Obojima's intent is to be D&D, those vibes are left more to the realm of suggestion and theme than to mechanical expression. So, you're still a fantasy adventure protagonist, you're not a normal person accidentally caught up in supernatural events (except maybe as your back story).

Of course, Ghibli protagonists who are already in this vein, like Ashitaka, require a little less translation.

Obojima still tells stories revolving around dungeons (dangerous, life-threatening locations) and dragons (dangerous, life-threating creatures), and shows its influences in how naturalistic and relatable these antagonists are. There's a pretty extensive section detailing antagonist motivations and alternatives to simply slaying them that I think is very on-brand, though it is very much presented as "DM Advice" more than anything concrete. The individual characters that the designers add through the NPC's and monsters in the setting emphasize (a) dangerous natural and supernatural conditions and (b) individual characters whose intentions are likely to put them at cross-purposes to most people on Obojima. These antagonists mean that Obojima stories are often about feeling small in the face of the immense power of nature and magic, and about confronting adversaries who are less evil than they are misguided and insistent. What true evil there is tends to lurk in the otherworldly - corruption and fiends. The most powerful creatures on the island are over CR 20, but are also not really hostile, so you're only likely to fight them in some tragic circumstances, like the spreading corruption, or if one of the more relatable villains might need saving from their own nefarious actions.

It's also worth mentioning that in addition to Ghibli, another big influence is the Legend of Zelda (specifically a lot of Breath of the Wild vibes, including a frankly over-designed potion crafting section that is fascinating, and very playable, but surprising for the amount of pages they spend on it!). So the peaceful village and quirky NPC's existing in the shadow of some great evil rising in the distance is a vibe the setting plays into as well. Deep, dark places can be haunted with undead and fiends. There are your "stock dangerous humanoids," the Howlers (think: less overtly fiendish gnolls). Dangerous wildlife. Very bread-and-butter D&D stuff. The design intent isn't to remove a plunge into a ruined tomb, it is just to give that delve a context and a vibe that is more full of whimsy than full of grimdark metal.

TL;DR: Obojima wants to be D&D. It's a particular style and flavor of D&D, but it isn't trying to be anything but D&D. It's quite successful at that, IMO.
 

TL;DR: Obojima wants to be D&D. It's a particular style and flavor of D&D, but it isn't trying to be anything but D&D. It's quite successful at that, IMO.
That's really interesting. I think that WotC wants to move D&D in this direction, but didn't take the latest edition as the opportunity to shift the rules from "kick in the door" style play. It does sound interesting and you did a great write-up!
 


I really dig the idea of the Lantern Warlock.
It's definitely a cool aesthetic.

The subclass features revolve around illumination, natch. Your lantern reveals invisible creatures. You get free castings of Spiritual Weapon and Clairvoyance. You can make your lantern flare to deal some radiant damage & blind. Pact spells revolve around divination spells and some pretty neat setting specific spells like Create Spirit Train Stop (lets you summon a spirit train like a vastly more flavorful - and slightly more limited - teleport) and Tamh Gon's Fiery Festival Feast (kind of like a more fun but more limited version of Hero's Feast)

Looks OK on balance at first gloss, possibly slightly on the weak side, but very flavorful.
 

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