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Obscure | Review

Before we plunge into the pages of Obscure for this review, I would like to thank author Tommy Sunzenauer for sending us a physical copy of his latest work. This strongly horror-tinged role-playing game won the Judges’ Spotlight prize at the 2024 Ennies Awards.

If, after reading this review, you want to buy it, you can find it directly on the publisher’s website at around EUR 28 for the physical copy and around EUR 10 for the digital copy. If you want to buy it in Italian, you can find it on the Nigredo Press website for 15 euros in the digital version and 30 euros in the physical version.

The Obscure Project

Obscure draws heavily on video games like Outlast, movies like The Blair Witch Project, and programmes like Ghost Hunters. It is designed to handle horror one-shots located in a single location and in a short space of time. Sessions are aimed at investigating and solving mysteries often related to the occult or criminal cases. The locations are always well-defined and delimited, although a sandbox approach is possible.

The choice to set the game in the 1990s, before the spread of the internet and mobile phones, is important to adequately convey the anxiety of urban legends at a time when communication was not so immediate. Players will have cameras, camcorders and torches at their disposal, but they must be very careful about battery management. Once they run out, only darkness will be waiting for them.

The game is designed for a narrator, here called the Observer, and a group of two to five players. In addition to the character sheet, 6-sided dice are required, preferably of two different colours.

I think it’s important to emphasise that the characters within the game are ordinary people who will have to deal with frightening phenomena.

Character Creation

Character creation follows simple and precise rules. To define the character, it is essential to read the introduction Why Are You Here of the scenario you intend to play. This serves to establish the motivations and general background not only for the character but also for the group. It also provides the motivations that will drive the plot engine. Nothing prohibits the creation of characters without this step, but the narrative hook that binds them to the story may be less effective.

There are five steps to build the character.

  • First, you must choose a name and imagine a small background related to his past and profession.
  • Choose a fear of the character and define a personal goal.
  • Roll a 3-sided die (or a 6-sided die and halve the result) to determine the number of flashbacks in the session.
  • Roll a 6-sided die and add 6 to the result to determine the character’s Energy Points. This value represents his maximum.
  • Finally, choose 6 items for the equipment. To do this you have to roll 2 6-sided dice for each category on the relevant table and choose the item linked to the result.

If you want to start playing immediately (or would like hints for creation), the manual offers 8 pre-generated characters.

When a Character Dies

In Obscure a character’s death is not the end. When a character dies, the character’s sheet must be turned over and a 6-sided die rolled.

The result defines the fate of the character’s restless soul, i.e. whether it will become an evil spirit or a supporting one. The restless soul may perform three actions (specific to the spirit type) during the remainder of the session. Each can only be used once and must fit the moment of play.

The spirit also has access to The Truth and The Endgame chapters of the session, what lies behind the plot and the possible conclusions of the session.

Review of Energy Points in Obscure

We have seen that characters have Energy Points (EP) and Anxiety Points (AP), let us now see how they are used in the game dynamics.

EPs are used for all actions that require mental or physical energy. When EPs reach 0, the character is exhausted or dead. When attempting something that requires a D6 roll, you typically roll 2d6 and the goal is to exceed the Difficulty Rating (DR) set by the Observer. If the impression is that the task is too difficult, you may decide to spend as many EPs as you like to add dice to the pool. Keep in mind that each EP adds a 6-sided dice and these dice are called Energy Dice (ED). A +1 can be added to the result when using the appropriate equipment

EPs also function as health points for the character. Whenever performing a dangerous test (such as fighting an opponent or jumping out of a window) does not exceed the difficulty level, the character loses as many EPs as the value of the difference between the DR and the result of the roll. As we said, when EPs reach 0 in this kind of situation the character dies.

Attempting something that does not directly endanger the character’s physical health can still drain PE in the same way. However, if you reach 0 PE in a situation like this, you become exhausted and barely able to move. Any further damage sustained while exhausted will kill the character.

EPs can be recovered by eating, drinking or resting. One night’s sleep as an example restores all EPs and removes APs.

Review of Anxiety Points in Obscure

Anxiety is a defence mechanism of the body and mind, and it is not necessarily bad. It generates adrenalin and makes the mind and body more alert in dangerous situations. However, if the character panics, things are likely to end badly.

When the character experiences a terrifying or traumatising experience, the Observer may assign him an Anxiety Point (AP). If the experience is related to the character’s phobia, the Watcher may instead assign 2.

Each time the character must make a roll, he must add another d6 to the pool for each AP possessed. These dice are called Anxiety Dice (AD) and must be rolled separately (or preferably different coloured dice must be used). The lower AD value is added to the result of the roll. If a 1 is rolled on any AD, the character panics. At this point, the observer decides the worst possible outcome, or consult the panic table in the manual to tell what happens.

It is the Observer who decides when characters are calm and can get rid of APs. Usually, this happens when they are resting, have an uplifting experience or have a flashback.

Review of Combat in Obscure

Obscure is a lethal game and combat is neither the ultimate goal nor the most important dynamic of the game. It would be preferable to avoid it, but in some situations, fighting may be the only way to save one’s life.

When attacking an enemy, to be successful you must roll the dice and exceed the value of his EPs with the result. The difference between the result on the dice and the EP value of the enemy, if the roll is successful, is subtracted from the EP value. You may immediately attack again and attempt to roll over this now-reduced value. When the enemy reaches 0 EP, he dies. You may spend as many EPs as you wish to add ED to your pool.

If the enemy attacks, the Observer only rolls 2d6 against the character’s EPs following the same rule.

The Importance of Flashbacks

We said that at the beginning of each session players roll a 3-sided die to determine the number of flashbacks their character can use.

Flashbacks are used to reduce AP. When they are used, a memory of the character must be described: it can be something that motivates him or slows him down, in fact soothing him. Flashbacks must of course be appropriate to the context in which the character finds himself. It is up to the Watcher to decide whether the flashback is plausible and how many APs will be removed from the character.

The Observer Tools

Obscure is a game that deals with strong themes and plays on the characters’ anxiety. It is therefore important that the observer is extremely aware of what he is going to bring to the table.

The manual offers a short but comprehensive chapter on how to set the mood of the game, involve the players, when possibly separate the group and suggests first checking with the group whether any sensitive issues should not be addressed.

The manual does not offer any real safety features. It is also true that, just by leafing through it, it is possible to be clear about what the game is about and to decide beforehand whether it is a suitable product for the group.

Four Ready-to-Play Scenarios

As we said at the beginning of the review, Obscure offers four ready-to-play scenarios. Let’s take a look at the nightmarish stories on offer, as always without too many spoilers so as not to spoil the game for anyone.

  • The Child: three people disappeared after visiting the San Sánchez hospital, an abandoned asylum. Local police recovered a videotape at the site. The hospital was searched, and the missing people were never found but in the recovered footage you noticed a hidden door in the background of one of the shots.
  • Ashwood Deep: this old area of the Northwoods is known for its density of ancient trees. Locals often call it the ‘lost land’, due to decades of hikers who have disappeared or died after visiting this particular part of the forest. The most recent case concerns Jane Tibbit, a folklore and mythology teacher, who disappeared along with three students.
  • Visit: Christopher Wells Jr., a young North Carolina rancher, claims that his two younger brothers have been abducted by aliens. Research into local history reveals that UFO sightings are frequent in the area, along with other unexplained events such as unsolved cases of missing persons and cattle mutilations. Mr Wells has contacted you claiming to have new evidence in the case of his brother’s strange disappearance.
  • In This House: the house at 1307 Burkitt Street is a locally feared house, surrounded by rumours and legends. Abandoned for years, it is the site of challenges between teenagers. This year a group of teens disappeared during a challenge and a videotape has since emerged revealing that the last place they were seen was the house itself.

Review of the Aesthetics of Obscure

The volume consists of approximately 80 pages and is in a square format, which is practical and easy to carry. The glued binding is extremely solid and there is no risk of damaging it during consultation.

As you can see from the images included in this review, the illustrations in Obscure (created by author Tommy Sunzenauer himself) are all in black and white with elegant and disturbing touches of red and refer to horror film images in the documentary style.

The font chosen for the text is old typewriters, each topic is highlighted in contrast and the three-column layout fits well with the size of the volume.

Obscure Review Conclusions

In conclusion of my review, I can say that Obscure is a well-made game, interesting from a graphical point of view and very well-produced. Like many horror games, it is designed for lovers of the genre and is nevertheless aimed at an adult and aware audience.

Quick to set up and with straightforward mechanics, it can offer thrilling evenings for seasoned bands who want to immerse themselves in the 90s atmosphere of an extremely specific type of experience.

If, like me, you love thrills and take advantage of every jumpscare to make your gaming sessions memorable, I recommend you evaluate Obscure for your gaming group.

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Autore

  • Francesca Viganò

    Classe '73, da anni in vesti diverse nei settore dei giochi da tavolo e dal vivo. Ha collaborato con quotidiani e riviste e, di recente, dopo diversi corsi presso la Giano Academy è diventata master del Salotto di Giano oltre a far parte degli Avventurieri, il gruppo di autori dell'Associazione.

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