A merry bands of outlaws - a Mephisto review
Medieval England is a cruel and unfair place - and so not all commoners are always willing to bow to the unjust nobles. They become outlaws who oppose the powerful - some for idealistic motives, some in search of wealth, and some simply to survive. Wolf's Head is a setting that transports players to Norman England in the year 1106. The player characters are outlaws, and the background is not coincidentally reminiscent of Robin Hood.
Wolf's Head provides only a few new rules mechanics, namely a few adjusted rules for dealing with treasure and support from the people. On the one hand, the outlaws don't have a steady income but have to steal riches to strengthen their financial resources. On the other hand, it is important to gather the local population's support and thus become some kind of local heroes. Even though the setting touches on the old gods and magic, witchcraft is reserved for non-player characters.
The largest part of the book is made up of the setting, in which various locations and various characters, including game stats, are described. Adventure ideas are provided not only indirectly, but with concrete suggestions. Thanks to the example characters, you can start immediately.
Wolf's Head's special feature is that the game has a defined end: If the outlaws have attracted too much attention and thus become too much of a target for their powerful enemies, the game ends. In the end, it is decided what positive contribution the characters' actions and legends will still have in the future.
For Fate, Wolf's Head is an almost conventional scenario that offers a well-developed medieval background without introducing major rule changes. Anyone who has ever wanted to take on the role of an outlaw à la Robin Hood will find a good hook here.