The Hooded Man - a roleplaying game of medieval outlaws - was a complete impulse purchase when I happened to be looking at the Osprey Games website. I've been fascinated by the Robin Hood legends since I was a kid, and ITV's Robin of Sherwood TV series only reinforced that. However, I've never found a roleplaying game that has made me want to play in the setting. It's no spoiler to say that this book may well have changed my view on that.
TL;DR: The Hooded Man is simple and light enough to have a lot of fun, and the author's love of the Robin Hood legend comes through in the text. The core mechanic is simple and effective, but has the potential to be brutal. The book is soft focus on the historical accuracy which makes sense from a playability perspective as this is myth and legend, not hard facts. However, there's enough detail presented to make it feel right. It makes me want to rewatch Robin of Sherwood. It's no coincidence that I was playing Clannad's Legend album when I was writing this review. I'll hopefully get this to table soon.
The book is the standard full colour hardback that Osprey Games use to such good effect - extremely portable and well-produced. It's 192-pages long and contains everything that you'd need to run a Robin Hood style campaign. It was written by Graham Rose (whose previous credits include Paleomythic, which I've never played or run, but have heard good reports about) and illustrated by Brainbug Design. I absolutely love the striking Hooded Man design used on the cover of this book.
You can get the book and PDF directly from Osprey Games, but as usual, you have to pay for both. That said, it will still probably cost you no more than a normal core book with PDF included from other publishers. As Osprey are part of Bloomsbury, you can get the book through normal bookshop distribution as well, and the PDF is also available via DriveThruRPG.
Core Game Mechanics
The game is deliberately vague about when it is set, except that it's England sometime in the 12th to 13th Century. By default it's set in Sherwood near Nottingham, and in the period when King Richard the Lionheart left Prince John in control of the realm while he was crusading.
The game uses six-sided dice in a pool for resolution, and also has a number of D66 tables. Characters are mechanically defined by the traits that they have. Starting characters will usually have three traits, which means that they will - by default - roll a pool of 3D6 in a test. When rolling dice in a test, the player is looking for a 6 to be rolled (much like in Fria Ligan's Year Zero Engine) to achieve a success. However, rolling multiple 6s doesn't change the level of success and there is no way to push or re-roll. The GM is discouraged from asking for rolls on things that the character should be good at.
The dice pool starts with the number of dice equal to the number of traits that a character has. If one of the traits is especially apt for the test, then an extra die is added into the pool, increasing the chance of success. Other characters can assist, each adding a further die to the pool, at the risk of being exposed to the consequences of failure. There is no limit to how many characters can assist, except what the GM feels is appropriate. Most characters will have a companion that can assist them.
Dice rolls in tests are player-facing. Players will roll to defend themselves rather than the GM rolling to attack with a foe.
Tests have different levels. Ordinary tests are looking for a single 6 to succeed. Troublesome tests need two rolls to be succeed. Threatening tests need three rolls to be successful. Formidable tests need four rolls to be successful. Fiendish tests need five rolls to be successful. Tests at a higher level than troublesome will be harder to achieve. Success on a roll may reduce the leave of the test subsequently, even if the foe isn't defeated. Context is also key; if the players can come up with the right ploys, a fiendish foe could be reduced to ordinary.
Starting characters will find things hard initially; a 3 dice pool has a 42% chance of a single 6, rising to 51% if they are assisted by their companion, and 59% if someone else helps etc. However, their prowess will increase quickly, as the default for the game is to add a new trait or talent after each adventure concludes up to a maximum of ten traits (83% base success). There is a recommendation that you may want to slow this progression if you're playing very regularly.
Combat, Battles, Actions & Hazards
Combat is run using the test system. The GM determines initiative and if there's any doubt then players can make an Aware test to see if they go before the enemy. Movement ranges are abstract. Fleeing combat can lead to enemies getting an opportunity attack. Chases are run as a Quick test.
Characters can try various ruses to gain advantage of some sort of (for example, a bonus die, a distraction causing an enemy to lose their turn or some kind of delay). Of course, foes can also try to do this back. Normally, a combat success will cause one wound, which is enough to take an opponent out. However, more challenging opponents need more wounds to be taken out.
If a player fails their defence roll, they take a wound and a trait is temporarily knocked out, reducing their dice pool and preventing them being able to gain an extra dice from it. If all traits are knocked out, the character is defeated and vulnerable. Armour will block damage in a fight twice (if plate) or once (if other armour or a shield). It will need a repair to regain effectiveness.
There's a decent example of combat to draw upon.
Recovery has several routes - bandaging, sleep, leeches and more will help heal wounds with an absolute maximum of eight in one day if all options are taken up. However, it's unlikely that they'll all be available at once.
There is a simple battle system in place if a larger conflict needs to be resolved. The success will depend upon numbers, troop types and the leadership that the characters give to raise morale, & plan strategies. The system is very basic (so a side won't break from losses unless the GM or the players decide that it should) but will be effective in use.
There's a section exploring actions that could be taken outside combat - for example, hunting, harvesting, escaping, hiding and crafting. In all cases they use the core mechanic but there's some guidance on how to apply it (for example, how much meat would be gained by hunting).
There's a list of typical hazards; everything you'd expect is there. Cold, Darkness, Disease, Falling, Fatigue, Fire, and Hunger. You can also be misfortunate; the GM may require characters to make a Fortune test to avoid this. If they they fail, their woes build up. You can also be notorious; you may need a Virtuous test to avoid being recognised as an outlaw! This may be more challenging in places you're well known.
Building Characters
Characters start with a description that reminds me a little of the Cypher System.
Name is an appearance, demeanour person seeking motivation, and accused of crime. Yes - every character is an outlaw, accused of a crime.
There's a selection of options for all these in the book (and extra bits in the appendix). You can choose or roll to find out what the character is like.
Name - there are some great, apt name tables in the book. There's an initial 3D table, trying this out I get Henry or Helen off the first roll, and Hayward or Mardale from the second. I'm not sure why this is a 3D6 table, as the bell curve will make the names at either end of the bell curve from more rare.
Henry Hayward or Helen of Mardale
Appearance & Demeanour - again rolled on a 3D table. Rolling twice I get:
Slight & Restless, and Pale & Modest.
Motivation - this is the character's objective or goal in life.
Glory (seeks renown or fame) and Justice (wants justice for themselves or the downtrodden).
Crime - this is what the character has done or is accused of, and what they are notorious for. It could lead to their recognition by the authorities.
Poaching and Debt
Putting these together we have:
- Henry Hayward, a slight and restless man seeking renown or fame, accused of poaching.
- Helen of Mardale, a pale and modest woman who is seeking justice and accused of the crime of debt.
Let's give them some traits - once again you can choose or roll.
Henry - randomly, I get one trait from Table A and two from Table B.
They are: Brave, Quick and Cunning.
Helen - one from each of the tables.
They are: Aware, Dextrous, and Strong.
Every train has an associated test where it is a benefit.
Players can choose to have their character have a Hindrance - this is something that mechanically can make things awkward for them is certain situations. You can choose them or roll them. Bizarrely, it's a 2D table that runs 1-12. If you take a Hindrance, you get an extra trait.
Henry takes a Hindrance, which is that he's hunted - someone - a noble or a bishop - has someone out for him. He gains the extra trait of Wilful.
Helen doesn't take a Hindrance.
Each character has a talent, representing their background.
Again, you can choose or roll.
Henry was a Reeve - he used to be a court official, but no longer. Perhaps that's why he is hunted. He gains a Quarterstaff from this background.
Helen was a Healer - she knows healing plants and can make medicines and use leeches. She also has a Quarterstaff.
Finishing off, we have
- Henry Hayward, a slight and restless hunted former Reeve seeking renown or fame, accused of poaching. He is brave, cunning, quick and wilful and has a quarterstaff and clothes including a hood and a hat.
- Helen of Mardale, a pale and modest healer who is seeking justice and accused of the crime of debt. She is aware, dextrous and strong and has a wimple and hood.
Let's find out about their companions.
- Henry is accompanied by Roger Brewer, an aged, brooding person seeking allies and accused of overcharging for ale. He's creative, cunning and fortunate, and has a dagger and tinderbox.
- Helen is accompanied by Gunnora Kinwick, a striking, confident person seeking renown and accused of debt, being unable to pay the sheriff's taxes. She's aware, charismatic and guileful, and has a dagger and a sack.
Creating an Outlaw Company
The next stage of setting up to play is to establish an outlaw company, very much similar to Robin Hood's Merry Men. Once again, this is through the use of a random table that you can roll on or choose from. You pick a description and a name for the group. Again, it's a 2D table so there will be a bell-curve on the names. Rolling randomly, I get the company name The Valiant Hunters.
Although you can leave it at that, you're encouraged to create at least one village with which the company can interact with. There's a description of what a village would be like in the time period, but the game encourages you to blur the lines and not necessarily look to establish the game in a village that existed historically. Of course, you can do this is you prefer.
There are random tables for the village name and why it was founded, both rolled on 3D (so with a bell curve on names and reasons), or you can choose. Another table gives a distinctive feature for the village - what it is widely known for - and another gives a speciality that it can provide if it is allied to the outlaw company. This will range from supplies to aid of some sort such as carrying messages, healing or concealing the company. There's another table that allows you to create several unique villagers.
Trying this out, I get Fernham, a village established because of a crossroads, known for its meadows and able to provide allied outlaws with food.
Villages become allies when they are aided by the outlaw company, and then one member of the company makes a successful Virtuous test. If they fail, they can always try again when they render aid another time (and get a bonus on the test as they helped previously).
Background and Game Master's Section
The Game Master's Section opens with a short summary of where the Robin Hood tales come from, then a little on the history, with details of Kings, Nobles and Clergy. Castles are described, and then a section gives some example historical outlaws, before moving onto describing villages.
As well as villages, the Game Master's Guide section provides information on towns (which predominantly differ from villages by being bigger and having sever shops), and also Inns. Naturally, this includes a table for their names (4D). There's some guidance; for example, the landlord may well refuse you service or somewhere to stay if you look like a bunch of ne'er-do-well outlaws from the forest who can't pay their way. If the company don't look suspicious, there's a description of the food that will be available.
If they can't get into an Inn when travelling, then the company could try and persuade a local or see if a local monastery will put them up. Otherwise, they'll have to camp out.
There's a description of cities and how to handle them; they're effectively like larger towns and will have upwards of a thousand inhabitants (Nottingham had around 1,200 during the period). There's a D66 table of city encounters to spice up any time spent in one. Larger towns and Cities cannot be allies of a company.
Of course, the other place that our company of merry outlaws will be spending a lot of time is the forest. As usual, there are tables for naming locations (3D) and detailing rural features (2D). There are also Sites which may be of interest, located away from villages and towns. There are two tables for this; one gives the nature of the site (2D) and the other the condition (1D). This can range form ruins through to new builds. Most will be functioning, but perhaps not fulfilling their original purpose.
Journeys have a set of rules to make them more interesting. The game doesn't provide a map, but does give an example of one created using the rules for locations, villages and sites. It's recommended that this is gridded out with each square a day's travel. The Journey procedure breaks travel intro three day chunks, maximum.
Each of these journey chunks requires five checks; a navigation test using Aware for the scout to find the right route (a failure could lead to a delay or a misfortune from the hazards section). There will then be an encounter roll (which runs the risk of fatiguing characters if it happens at night). This has a D66 table to draw upon. Each character then has the chance to carry out one activity; typically this will be foraging, gathering or hunting. Repairs can be carried out when camped, but unless the characters have adequate supplies then they will have to live off the land. Characters must have sustenance (food and water) and can suffer from hunger and thirst if they don't have the right supplies. They also need protection from the cold, which usually means a fire.
There's an example map of a fictional area called the Oak Woods with four villages and a number of sites and locations to visit. It's a great starting map.
The Outlaws can establish a permanent camp if they prefer. It can be hidden and defended when they're absent, but it will take materials, time and a set of Creative tests to establish the camp. They always start with a hearth for a fire, but can have a whole variety of other options (lookout points, a brewery, a forge, a garden, camouflage, traps and more). The characters will have to acquire the right materials to develop their camp. They can call on allies, if they have any, or carry out raids to obtain supplies.
There's also guidance on fencing items that they may have stolen or have been gifted as a toll from rich merchant's that they have waylaid. They can keep the money, or they can use it to help their fellow villagers, robbing from the rich to aid the poor. There's table with typical values of items and advice that some will need a bigger city to shift on. Dealing with a Fence is a dangerous thing in itself, needing cunning and charismatic tests.
Sherwood Forest and Nottingham both have some more details, with ideas on how they could feature in adventures. There's details on both the city and the castle there. Kirklees Priory is described, along with St Mary's Abbey in York. The section continues to describe the various villages in the legends in terms of the rules and how they could be used in an adventure. These are great anchors to hang the villages and sites that you create around for your campaign.
Opponents & Allies
There's a section with Foes. These are typically beasts or people, but in cases they're described in the context of the challenge that they may present. For example, a dog is an ordinary foe in most cases, but can be troublesome or threatening if they are large or aggressive. Wolves are usually threatening, and the characters would not want to be hunted by a pack. People also have tables for the typical folks that can be encountered, and also rogues and guards who could cause trouble. There is also a table of quarry, potential targets whose purses could be liberated. In all cases, there's a name, a difficulty level and the weapon/equipment that they have.
Finally, there are Villains. These will usually be at least Troublesome. They'll have villainous tactics available; for example, they could be accomplished (players don't gain a dice for having a weapon to use against them), Brutal (always do two wounds when they hit) or Cowardly (always grab a servant or guard to take the wound instead of them). The section on Villains has a seven examples which could easily be slipped into a game. These range from knights through to Forest Witches.
Infamous Villains are also described; The Sheriff of Nottingham, Guy of Gisborne, Prince John, the Prioress of Kirklees Abbey and the Bishop of Hereford.
As well as Villains, there's a section on famous outlaws. They could be rivals or allies. Naturally, this section covers Robin Hood (giving three different options on who he was), Little John, Maid Marion, Will Scarlett, Friar Tuck, Much the Milller's Son, Alan-a-Dale, and the Saracen (in a nod to Robin of Sherwood and the Costner/Rickman Robin Hood. There's a further selection of less well known outlaws and allies who have been mentioned in the legends.
Dark Magic
There is an optional section on sorcery. It's optional as the older Robin Hood tales do not have it, but characters and opponents can develop a range of talents from alchemy though augury, to the power to create illusions. These talents all have the necessary tests described. There are some examples of those that use these powers, including 'The Wild Man', a follower of the pagan gods dressed in deerskins with antlers growing from his head. The powers are mostly subtle and low key.
Guidance on a campaign
There's some solid advice on running a campaign - it's recommended that the initial adventures are pretty simple (rob a merchant to help a village, help someone, find things for the camp) but then explains that it's likely the drive for the campaign may start to come from the players themselves.
A selection of goals are suggested; growing the company, building their camp, getting spies and agents in place, gaining allies and so on. There's a discussion on building in sub-plots, using recurring allies and villains, before a page of adventure seeds. There's a lovely introductory idea for Robin Hood to find them and send them on with an important message and their first adventure. This is expanded out to a one or two session adventure. There are another two adventures which are nicely thematic and expanded out (and there's at least one more on Osprey's website).
Solo
There's a section on playing the game solo, with some good guidance and a worked example to draw upon.
Appendices
These contain name lists, and 12 ready made characters. There's also a two page character sheet. These are all downloadable here.
In Conclusion
I really like this game. It seems simple and light enough to have a lot of fun, and the author's love of the Robin Hood legend comes through in the text. I was initially concerned by the test mechanic, but when I realised the speed that characters could improve that removed my concerns. However, a dice pool looking for rolls of six can be brutal. Perhaps the only mechanics criticism I could give is that I don't understand why some of the random tables have been done with bell-curve multi dice rolls rather than a flat and equal chance, but you can just pick off the tables anyway so it's not really a big thing.
The choice to be soft focus on the history makes sense from a playability perspective as this is myth and legend, not hard facts. However, there's enough detail presented to make it feel right. The book makes me want to rewatch Robin of Sherwood. It's no coincidence that I was playing Clannad's Legend album when I was writing this review. I'll hopefully get this to table soon.
29 December 2025

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