This entry in the Oddities series might sound more limited than some of the others- say, 100 Oddities for a Thieves’ Guild- but don’t be fooled; the folks at Skirmisher Publishing have once again outdone themselves coming up with role-playing ideas both interesting and useful.
As usual, each “oddity” refers to a plot element, ranging from just a curious encounter to major story event- most notably, there’s a recurring theme: The Wild Hunt. While the exact nature of it is left to the GM to determine, the fact that a certain number of encounters will bring about The Hunt’s appearance and eventual showdown with the players’ characters give the otherwise random collection of events a sense of unity.
Each oddity is well described; as I read the book, I could not just imagine it, but also think of the gaming possibilities involved. A few entries are -again, as usual for the series- illustrated by William T. Thrasher, whose style may seem comical at first but is very detailed upon closer inspection.
The book is system-free; the GM will have to to do any conversions needed, but just having such a long list of campaign ideas makes it worthwhile. The book does include a new die-rolling technique used when rolling certain encounter effects, called “exploding dice” where rolling the highest possible number on a die allows you to roll it again, adding the numbers as you go.
I can honestly say that, of all the Oddities books, this is my favorite; it left me eager to play all those encounters, and you really cannot ask for more.