finished quests

Magical Creator Girls: A Magical Fury Campaign

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.

Apocalypse World: The Verdant Mountains Campaign

Our 2nd Powered by the Apocalypse campaign, this one went way better; we even finished it!
Set in a world over run by wild malicious forests, where ruins of the old world are being choked out and eaten away by plants. Nestled in the mountains of the this world is the dam our protagonists call home. A community divided, politically and physically.
Our characters will have to navigate the political waters of this world to try an accomplish their various goals.

We hope you enjoy listening, if you like to see what we thought of the campaign you can read more after the break.


Gods&Monsters: The Slayers Of Decadence

This is a complete playlist for our Gods&Monsters FATE campaign.
You can also find all the posts by clicking on Gods&Monsters category.

What started as gods bickering, and old pantheons fighting back; evolved into one of our best campaigns yet. A fantastic exploration of mythic family bonds, and what it takes to safe guard a community. While the audio quality suffers a little towards the beginning of the campaign (we are working on remastering the files) we’re still extremely proud of what we’ve created.

Once we’d finished recording the campaign, Raymond asked the GM (Ryan), and the other player (Eric), what their thoughts were. You can read that below the break.
UPDATE: we are currently working on a remastering of the audio for this campaign.

Arcanum Quest: complete playlist

Arcanum Quest was a campaign run by Kim. The goal was to transcribe the video game Arcanum: Of Steamworks and Magick Obscura, into a table top role playing game. Kim tried to faithfully recreate the game, while also streamlining it into something manageable. He placed a lot of focus on the dialogue with some interesting results. The system we used was new world of darkness 1st edition; chosen because most of the players were familiar with it, and it had rules we liked.

Now I’ve got some thoughts from Kim, reflections from after the campaign was completed.

Arcanum Quest was, and still is, one of the most enjoyable role-playing experiences I have had. Whilst I am not an experienced GM, the sensation of bringing a world to life for the players is something that I crave to feel again.
The idea behind Arcanum Quest was to bring the world of the video game Arcanum: Of Steamworks and Magick Obscura, to the table-top role-playing format. I purposefully asked players who were not overly familiar with the original game so that the plot would be fresh for them, and their experience of the world uninfluenced by any preconceptions that the video game might have given them.

The interactions that the players had with the world that I knew so well and loved was intriguing to say the least. My portrayal of the Arcanum world was not as accurate as I had hoped, and the feelings that I gave to the players were only slightly reminiscent of the original game. However, I think that the world which we created together, through my vision and planning, and their character ideas, personalities, and choices, was far more interesting, dynamic, and above all creative.
I often see worlds from video game RPGs that I wish I could interact with without the restrictions of the game. During Arcanum Quest I believe I tried too hard to make the players conform to the structures of the video game; something that video games can do very well by stipulating the way in which players interact with the world, which are far less effective for the table-top format.

The knowledge I have gained from Arcanum Quest warns me against trying to do such things in the future. However, I am not turned off adapting video games to table-top role-playing in the future, far from it. I am now resolved instead to try again with different worlds, but improve the experience for the players and myself by taking the theme of the world, some pivotal characters, and trying to re-create the ‘feel’ of the world, allowing it to ebb and flow and be moulded by the way in which the characters interact with it. Rather than trying to re-crate the game for table-top, take the idea that I love so much and give it a new voice, hopefully a stronger voice; and by doing so instil the same enjoyment and passion that I have for these worlds in my players.

I (Raymond) quite enjoyed the game, despite my frustration at times. I really look forward to more games from Kim in the future.
Farewell from the past, I’m Raymond.