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jackelgull

2
Posts
A member registered Jun 15, 2020

Recent community posts

So my group is a few more sessions in (We're on like 8 or 9 now) and a couple of observations. One is that the game is better on producing the sort of unexpected narrative twists you get from traditional dice games than I thought initially. At first I had a bit of trouble with dominating the narrative due to traditionally being the gm, but once I relaxed and experimented with taking my character out of scenes more, my fellow players ended up filling that gap with alot of cool story hooks and plot ideas I've never considered. Also the turn based system of scenes really has helped draw out a player who's a little more reluctant to take an active role in shaping the narrative, and while they're still mostly a passenger to the main thrust of the campaign we're playing, they've had some fun storylines for themselves involving buying shady weaponsgrade fertilizer for a project they're working (they're a hedge witch). Aspect use is still weird, feels like I'm the one who mostly invokes them, will need to talk to the group about why that is, might just be a me acting too much like a gm and stifling the group from interacting with the tools as often as intended problem.

Overall this has been a 9/10 ttrpg. Btw do you have an estimate on when 2.0 will come out along with the online tools? Or is that uncertain?

I've started playing this with my group and we're two sessions in. It's been really fun. The world creation process is a joy and presents alot of great concepts to help our magic academy take shape. My group was in particular enchanted by the concept of the denizen's having a labor union. 

I do have a couple of gripes, although overall I would recommend this game:

1) I wish this game had a section about online play, since I would venture a majority of players play online. This isn't too big of a deal as the game is simple and can be made to be played online without too much trouble. For anyone who like me is considering playing this with an online group, I used discord, and made a channel with just the characters names on them, and whenever a player gets a token they react to their character's name. To keep track of aspects, I made a channel with all of the aspect moves and players react to which aspect they currently have picked up. You'll want to make a google doc for all of the characters and another one with all of the worldbuilding details decided on session 0 including NPCs and keep adding to it as sessions go on. 

2) The Aspects really should come up earlier in the book instead of being shoved to the end, because otherwise you get told these are how gm responsibilities are split and then you don't actually see what they are and what they do. I also think the book can give more solid advice on how to use them. When should they be employed? How many times per scene? I understand these answers can be variable, but I would appreciate a bit more advice from the book on how to use these mechanics to recreate the feel of the genre its going for

3) The scenes are kind of confusing. So here's my experience - its a player's turn, they set up an orientation slice of life scene. I have the adult witches aspect and use the move "Change up the rules without warning" to have the headmistress institute a school uniform. I trade away this aspect as my Posh character uses their Weak Move to Make a Scene. This leads to a new scene in detention, where we do some stuff, and I pick up the Academy Itself to Reveal Something Hidden, and a file that mentions "a secret in the lake" shows up. Because of my aspect, a sudden question has been introduced to the group, what is the secret in the lake. Does this turn the scene into a major scene? What about the turn order, does that matter here? Idk. Our group has mostly solved this by not worrying too much about it, but the scene structure described in the book feels kind of rigid for when things come up in play.