3 teenage girls are about to encounter something that will change the course of their lives forever.
In this mini series we’ll explore the nature of power, identity, and belonging.
Our 3 heroines will explore a new world of possibility.
They’ll deal with complicated and unfamiliar histories.
And of course learn the true power of friendship.
We hope you all check out this campaign, and you should definitely check out Magical Fury!
Below you can find our reflections on how we thought the campaign went.
Caitlyn: I had a lot of fun with the Magical Fury system, it had a lot of freedom and was very easy to get into. It was really great to work together with the other players and GM to figure out what we wanted from our story and characters, in a very simple but effective way. It was also really interesting and fun to see where our characters took us; from interactions in the game between PCs and NPCs, to simply where the dice landed us.
Ellery: I enjoyed playing Magical Fury. The simple core mechanics are easy to understand but give room for dramatic flair. Random generation tables added variety and gave us character outlines that we could then explore/define. Fickle outcomes lead to unanticipated character development and characters are suitably indestructible so that failures aren’t incapacitating.
Early episodes contained an interesting dichotomy: navigating mundane social lives or finding food would be shattered by the appearance of some foe. Magical transformations would occur and we’d shift to a world of magic and monster slaying. Raymond’s comprehensive alternate world was depicted with everything from flora to political agendas. Moves like ‘Past Lives’ enabled us learn more about unseen aspects of the fiction. It’s this last aspect that made ‘Magical Fury’ work well as a short campaign.
sofi: As a huge fan of the Magical Girl genre I was super excited to play this game. I had a lot of fun playing it. This system was a nice change of pace to what I have played before. Having the freedom to describe your powers however you wanted was really fun and one of the reasons I thoroughly enjoyed playing in this campaign.
I had difficulty in the beginning with choosing a theme for Dotto’s powers. First I thought I wanted to have her powers be based off Pop Art, but found it difficult to describe how I wanted her to use that power. So, I played off the feature that I really liked in this game; I changed her powers to something easier to describe, and which had started to become more interesting to me at the time – Art Nouveau.
As we progressed through the story, I got used to the system and felt like I was Dotto or Dorothy, and when the campaign finally ended I was a little bit sad to see it over. I wanted more adventures with Dotto, Eri, and Heather – and to Dotto’s dislike even Sakka, things can’t last forever though. I was so inspired by this game, the characters, the world, and the wonderful story I have started working on a comic based on it. Raymond was a great GM; I feel he made excellent use of the fiction first storytelling this system is all about. I would say that if I had the opportunity to play this again, I would say “hell yes!”
Raymond: I really loved running this campaign. I’m always excited to introduce people to Powered by the Apocalypse stuff and this was a pretty great in.
It was also super refreshing for me to run a game with a more uplifting and positive theme. We put some dark spots in there but they only served to contrast and highlight the good. The players had a really wonderful dynamic, great chemistry all round. It also doesn’t hurt that it had quick, snappy sessions.
I will say that while this was not a super strict reading of the rules (we didn’t use the scene rules, I forgot to do the end of battle move a bunch of times) I still think it was an excellent little adventure.