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Obojima: Tales from the Tall Grass | Review

Jul 19, 2025 | reviews

Before starting this review of the Obojima: Tales from the Tall Grass setting, I would like to thank 1985 Games for providing us with a digital copy. This setting is compatible with the fifth edition of the world’s most popular roleplaying game, and has a relaxed tone and aesthetic inspired by the works of the excellent Studio Ghibli.

If you would like to buy the product after reading this review, you will find it in the publisher’s store. The physical version costs about 44 euros, while the digital version costs about 26 euros.

The project was funded through an extremely successful crowdfunding campaign. A range of additional products is also available on the store to enhance your gaming experience.

Adventures and Explorations with Fairy Tale Tones

Let us begin by saying that, while Obojima: Tales from the Tall Grass relies on the System Reference Document, it offers a gaming perspective strongly inspired by the works of Studio Ghibli and The Legend of Zelda video game series. The characters live an idyllic and peaceful life on the island of Obojima, meaning that the protagonists of our stories will also have to solve problems without resorting to violence.

For this reason, many of the spells that we know have been removed as they are not suitable for the proposed setting. However, spellcasters need not worry, as Obojima: Tales from the Tall Grass features around 50 new spells. Therefore, there is no need to worry about having no spells to use.

Most of the stories told on Obojima Island are pleasant and relaxing experiences for everyone at the table. It is a journey into a fantasy realm where time seems to slow down and attention is paid to small details. However, this does not mean that everything in this setting must have relaxed tones. Storytellers can use monsters and innumerable dangers to transform a pleasant walk in the countryside into a complex and dangerous situation requiring blades, bloodshed and arcane magic.

Review of the Fulcrum of the Setting: Ojobima Island

As we have already seen, Obojima is an island, and its inhabitants live mainly in villages and small towns scattered throughout the territory. As there is no central government, the management of the territory is left to the individual settlements. In some cases, the inhabitants elect mayors or rely on their elders to lead them. The population is mainly engaged in agriculture or fishing, although there are also many artisans and potion makers.

The game world starts and finishes here because beyond the beaches lies an immense ocean. No one who has left the island has returned to reveal what lies beyond the endless expanse of water surrounding Obojima.

One of the fundamental elements of the setting is the coexistence of the island’s inhabitants with spirits, which occupy a real position within the island’s society. The population respects the spirits, and in some cases feels reverence for them. They are essentially divided into three categories: Homebodies, Wonderers, and Ghosts.

Homebodies are spirits that inhabit the Physical Realm alongside the living. These spirits have left their original plane of existence for various reasons to settle in the Physical Realm. In some cases, they are forced to stay and cannot leave.

Wonderers are beings that can move freely between the physical realm and the spirit realm. These creatures often act as messengers, guides or merchants, but some should be avoided.

Spirits that have never stepped foot in the physical realm are known as Ghosts. They are confined to the spirit realm.

A Look at the Technology and Timeline in Obojima: Tales from the Tall Grass.

The setting’s timeline is divided into eras, each named after the population that emerged during that period. There’s only one exception: the prehistoric Obojima era, also known as the First Age. The subsequent eras, which vary in length, are the Age of Nakudama, the Age of Humanity, and the Age of Dara. The Dara Era began approximately 300 years before the game’s zero time, and it is in this era that the characters will move. This information is summarised well in the manual, which provides what is necessary without going into too much detail.

As many other fantasy worlds, Obojima: Tales from the Tall Grass draws inspiration from the past, where the most advanced technology is the oldest one. We are essentially talking about technology that can be traced back to the 1980s. The island’s inhabitants have taken what they call relics of the First Age and integrated them into their society, resulting in a blend of medieval and modern technology in Obojima today.

The use of this technology requires energy, and the setting, with great imaginative inspiration, links Technology, Spirits and Magic in a double thread. Certain spirits can indeed provide the energy to run certain machines and the Jolt spell can activate them.

Review of the New Playable Races in Obojima: Dara and Nakudama

On the island of Obojima, besides humans and elves, there are two special races: the Dara and the Nakudama.

The Dara are a mysterious people who emerged from the forests of Obojima less than 300 years ago. It is unclear whether they originated in Obojima or came from another kingdom. What is known is that they are insatiably curious — a trait they claim to have inherited from their ancestors. The Dara often wander in search of things that interest them, and many of them take notes and make sketches as they observe. Their interests are wide-ranging — they are as interested in a small insect moving on a leaf as they are in a wiggling dragon flying through the sky.

The Nakudama are highly sociable, anthropomorphic amphibians who are popular as hosts in taverns and markets. Some even claim that the Nakudama are the oldest race on Obojima, with numerous traces of ancient settlements scattered around the island.

Both races have unique characteristics that make them interesting to play with. The Nakudama are amphibious, enabling them to breathe easily underwater and jump over 6 metres in length and almost 4 metres in height. The Dara have blue or red skin, and this distinction is reflected in their abilities as well as their appearance.

New Subclasses and New Character Backgrounds

Just as this manual presents special races that are perfectly suited to the setting, it also does so for the available subclasses. This adds a great deal of variety to the rulebook on which it relies.

You will find that each subclass has its own history, specific characteristics and peculiarities, and these provide excellent immersion within the game.

Of all the interesting ones, I liked the Sheep Dragon Shepherd best. It’s a subclass of the monk. The Sheep Dragon is considered the epitome of goodness and authenticity. These creatures are dedicated to freedom and forming unshakeable bonds. Sheep Dragon Shepherds live and train among wandering Sheep Dragons and learn to care deeply for those around them. In doing so, they learn how a herd works together to overcome obstacles.

Interesting work has also been done on the characters’ backgrounds, adapting them to the setting promptly. The most interesting ones, in my opinion, are the Apprentice Diver, who is a member of the Sailor’s Guild — an intrepid group of aquatic explorers and sailors — and the Spirit Kin, who frequently interacts with the Spirit Realm.

Potions: a Mechanics for Building Stories and Solving Mysteries

As we will see in this review, two of the most interesting elements of Obojima: Tales from the Tall Grass are the creation and use of potions. While this concept is not unique to D&D5e, the manual presents an original approach to their creation. Firstly, potions are divided into three categories according to their level of availability: common, uncommon and rare.

  • Combat Potions provide enhancements and abilities to characters during battle.
  • Utility Potions, on the other hand, are resources to be exploited outside of combat, but whose consequences can be seen in fights (e.g. to boost skills in tests).
  • Finally, Whimsy Potions can produce special effects such as imitating bird calls, growing a beard, or projecting one’s thoughts.

Once they have identified the ingredients needed to create a potion, characters can track them down using the arcane detection kits and almanacks that are available on the island. They can buy or trade ingredients, or search for them and test their effectiveness, all of which are options for quick and unique adventures that allow characters to put their skills to the test.

Aesthetic Review of Obojima: Tales from the Tall Grass

If you got the impression of a familiar aesthetic, you’re right. As you can see from the images included in this review, Obojima: Tales from the Tall Grass draws visual inspiration from The Legend of Zelda series and the works of Studio Ghibli. The artists who worked on the manual — starting with Alexander Cloos, who created the beautiful cover — successfully reinvented and adapted the fantastic, dreamlike qualities of these timeless works.

All the illustrations perfectly capture the atmosphere of the game, adorning each page with soft colours and graceful lines. The pleasant sand-coloured background provides a setting for elegant decorations and boxes, which are highlighted by fine lines that are visible yet never intrusive.

The text is elegantly structured in paragraphs on two columns. Titles, headings, tables, boxes and glyphs are decorated in blue to mark sections dedicated to the narrator.

Conclusions of the Review of Obojima: Tales from the Tall Grass

I can conclude this review by saying that we are dealing with a solidly structured product with a gentle tone. It offers a satisfying alternative for groups who love the D&D5e rule system but are tired of exploring dungeons and dealing with complex plots.

This setting provides gaming groups with a relaxing escape and adventures with dreamlike and magical tones. It replaces long campaigns with shorter and more focused ones.

In conclusion, if you are a fan of Studio Ghibli’s aesthetic and are looking for a peaceful and cozy adventure environment, Obojima: Tales from the Tall Grass is well worth a try.

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AUTORE

Francesca Vigano
Born in 1973, she has worked for years in various roles in the board game and live gaming sectors. She has collaborated with newspapers and magazines and, recently, after completing several courses at the Giano Academy, she became a master of the Salotto di Giano (Giano's Salon) as well as joining the Avventurieri (Adventurers), the association's group of authors.

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