Tag Archives: Magical Burst

Magical Burst and Tactical Combat

I’ve sporadically gotten inspired to poke at Magical Burst, but I haven’t made a lot of progress until very recently. I posted about it a while back, but Magical Burst has two combat systems. “Skirmishes” are based on the combat rules from Magical Fury, a lightning-fast system that distills battles down to a handful of rolls and determining the consequences, while “full battles” are meant to be a tactical combat system that still generates consequences, but is also fun to play for its own sake. Shinobigami and some of Adventure Planning Service’s other recent games has a thing where there’s a “Climax Phase” to a game session where an all-out battle can happen, but otherwise clashes between characters end as soon as one character takes damage. It’s a little arbitrary perhaps, but particularly in the context of Shinobigami, it helps reinforce the genre. In the Persona games, although they use the same combat system, there’s a sharp distinction between fights with dungeon mobs and bosses. When fighting random shadows, your goal is to use their weaknesses to short-circuit things and end the battle as quickly as possible, whereas bosses are always more of an endurance test as you try to balance damage and healing. I really like having the flexibility to decide how much time you want to spend on combat in Magical Burst, because as much as I enjoy good tactical combat, I also sometimes want to just get on with the story.

Of course, that means that I’ve set myself the task of designing a tactical combat system, for the first time. Most of the RPGs I’ve designed have either minimized fighting or handled it with a more narrative approach, and while I have some really useful inspiration in D&D 4th Edition and Strike!, I needed more. I ended up looking to video games for inspiration. I went and bought a Nintendo Switch with Octopath Traveler and Mario + Rabbids Kingdom Battle.

Octopath Traveler is a recent game from Square Enix, a a 16-bit throwback reminiscent of Final Fantasy VI with modern touches, including a gorgeous “2D HD” look with sprite characters moving through a beautiful 3D world with sprite textures and extensive lighting effects.

octo1

OT has a turn-based combat system typical of old-school JRPGs, but each round, each of your characters gets a Boost Point (unless they spent BP the previous turn). You can spend these to increase the potency of the character’s actions, turning basic attacks into multi-attacks, making magic attacks more potent, making buffs last longer, and so on. Characters can store up to 6 BP and can spend up to 3 on an action, and there are a few special skills that can manipulate BP as well. (Enemies also have various vulnerabilities, and hitting them enough times with attacks they’re vulnerable to temporarily incapacitates them. This becomes a vital strategy in the game, and makes boosted basic attacks really useful beyond doing more damage.)

It’s a little bit different, but I hit on the idea of adding a currency called “Resonance” to full battles in Magical Burst. Magical girls start with 1 Resonance, and get one at the end of each round, plus (inspired by the Miss Tokens from Strike!) one when they miss with an attack. The different specializations also get bonus Resonance based on actions that relate to their roles in combat.

  • I wanted to have an action economy similar to D&D4e and Strike!, but a little simpler, so I had it so that each character gets a Main Action and Support Action. Having movement be a Support Action tended to put a squeeze on the action economy though, and letting players spend a Resonance for an extra Support Action (or 3 Resonance for an extra Main Action) will hopefully alleviate that.
  • With characters taking Overcharge points for both rolling too high with magical checks and for using certain Talents, there’s a significant risk of full battles generating too much Overcharge relative to other parts of the game. Letting players spend Resonance to power Talents and to negate Overcharge will allow them to manage both better when they want and take bigger risks when they feel it’s worth it.

I really hope this works out in playtesting, because it feels like a really fun mechanic that will hopefully shore up the full battle system in multiple ways.

Mario + Rabbids is turning out to be more or less exactly what I’d heard it was, which is to say XCOM Lite with Mario and Rabbids characters, which somehow results in a way better game than you’d think. Some of its core mechanics are deliberately cartoony–like how if you move one of your units into the position of one of your other units, they get catapulted to another location of your choice, letting them do a double move that ignores terrain obstacles–but it also does a good job of implementing tactics fundamentals like cover. It’s a bit weird that once you get past the prologue Mario promptly gets a gun (albeit a cartoony blaster thing) and winds up with mutant Peach and Luigi Rabbids as companions, but the game shows real skill in how it gradually introduces you to its mechanics, slowly increasing your palette of tactical considerations and options.

mr

I’m still in the process of playing Mario + Rabbids and figuring out what to take from it, but I think the biggest take-away so far is how it makes such extensive use of terrain to create new tactical considerations. One of D&D4e’s shortcomings was that while terrain was (rightly) very important, the game needed better tools to create and use interesting terrain. As much fun as we had playing it, there were a few too many battles in mostly-empty rooms, regardless of whether or not the DM was using stuff out of modules.

Looking to video games for inspiration when designing tabletop RPGs is weird, because while video games are limited in how they can use human interaction, their mechanical aspects are much more varied, with sophistication in different places. I most likely wouldn’t have come up with something like Resonance if I’d only been looking at other RPGs for example. While in RPG design you do have to use and accommodate the conversation and the fiction, the medium has a long tradition of perhaps excessively falling back on (a certain vision of) realism.

I’ve also been working more on the youma rules, and one thing that’s been really helpful is Blog of Holding’s Monster Manual 3 on a Business Card. (There’s a 5th Edition version too by the way.) As good as D&D 4th Edition was in terms of tightly designed tactical combat, it took them until Monster Manual 3 to really nail down the math for monster stats. That’s especially true of solo monsters, which had too many hit points initially, making them a slog to fight. BoH distilled that improved math down until it could fit on one side of a business card, which lays bare the sheer simplicity of determining HP, damage, defense values, etc. once the designers figured out how to balance everything right. This is proving immensely helpful to me, especially since Magical Burst, following its source material, naturally tends towards solo monsters, which are significantly harder to design. While I think the ideas I’ve been working on (like having a “Spread” value that determines how good a youma is at fighting multiple enemies) are on the right track, I needed to see there in black and white that a solo monster outright has 4x the HP.

Magical Burst 5.0 Alpha

I decided to try taking a more incremental approach to what will hopefully be the last leg of the development of Magical Burst, starting with an “alpha” that will have the bare minimum necessary to play and then filling out more and more elements of the game as I go along, hopefully better informed about how the game really works at the table while I do so. For previous drafts I put in a whole lot of work on things that ultimately wound up being wasted as the game changed, so this time around I’m going to get it out there before I get too far, and not worry too much about stuff like formatting.

I wrote quite a bit about what I’d been working on with the game in a previous blog post, but basically I drew a lot of ideas from Apocalypse World, Magical Fury, and Strike!, and simplified and refined the core system quite a bit with the aim of making everything faster and more flavorful. In any case, here it is:

Download Magical Burst 5.0 Alpha PDF

Magical Burst 5 Update

Over the past couple weeks I got inspired to start working on the next revision of Magical Burst, and I’m really liking how it’s coming along so far. It seems somehow appropriate that the 5th iteration could be the one that actually works how I want it to. I think working on smaller games has been doing me a huge amount of good as a game designer, forcing me to finish and polish things, and maybe giving me a better eye for what does and doesn’t work. My designs in general have been leaning kind of heavily on Apocalypse World for inspiration, but that’s a pretty sound foundation at least, especially since I seem to be getting a bit less clumsy about using that framework. I also made a point to start a new document from scratch rather than revising from the 4th draft, particularly since my RPG prose has gotten leaner of late.

A lot of the changes I’ve been making have been in the way of simplifying things. That’s partly due to the influence of Jim McGarva’s Strike!, a game that started as a hack of D&D4e, but has since transformed into its own thing, with downright radical levels of simplicity that expose how much of the math in other RPGs is potentially just busywork. Having more detailed rules isn’t necessarily a bad thing, but given that you can role-play with no formal rules at all, it’s worthwhile and even necessary to take a hard look at what effect each rule actually has.

Although I find the idea of relationship rules appealing, they seem to be hard to make flow well in play. The system I came up with for Magical Burst in previous versions was cumbersome, especially during character creation. In the new version I replaced all of the relationship rules with the question, “What two things connect you to the world?” I realized that what I really wanted was for players to decide on how their characters fit into the world and what things in the world they care about. Madoka cares about her family and friends, Sayaka has her crush that defines her, Homura is obsessed with Madoka, and so on. It’s more open-ended (you could answer “My best friend,” or you could say something like “My music”), it serves the purpose of developing the character’s connections to the world around them, and it does so with a minimum of rules.

Overcharge, attributes, and the action resolution rules are simpler too. I pared the list of stats down to four (Heart, Fury, Magic, and Real), with ratings from 1 to 4, and made it so there’s only one kind of Overcharge, which works more like the Magic points in Magical Fury. The “Real” stat is a character’s ability to handle herself in the real world, and for example it’s what you’d roll with if you want to convince your mom that nothing weird is going on and you’re just going out at night to study. The other three stats become a bit more for what they sound like they’re for instead of being flavor text for Fallout. I’m also sticking a bit closer to the AW paradigm of having fixed target numbers and no opposed rolls (7 or less is a miss, 8-10 is a weak hit, and 11+ is a strong hit), the idea being that it should speed up every roll. Although magical actions still have the exploding dice, they only generate a point of Fallout if you roll a 15+ (a “critical hit,” which can also have additional effects for specific moves), which significantly cuts down the amount of bookkeeping you do when you roll dice.

A common theme in this is that I had a lot of game procedures that were more complicated than they needed to be, which would variously get in the way of pursuing story stuff or (as in the case of Fallout) jam the game with too much story stuff.

Combat
The combat rules are getting a pretty substantial overhaul, and I’m really happy with where they’re going so far. (It’s also where the game most emphatically parts ways with Apocalypse World.) The big thing is a split between “skirmishes” and “full battles.” Skirmishes work basically like in Magical Fury, and come down to more or less one die roll per PC and an evaluation of the overall outcome, so that you can resolve one in a matter of minutes. (And you could run a whole campaign using nothing but skirmishes if you wanted.) Full battles are going to use a simpler version of the tactical combat from 4th Draft. I’m drawing on Strike! in that it uses small numbers of non-random damage points, and dispenses with defense rolls per se. Characters will still potentially be able to make themselves harder to hit and/or reduce damage, but without the time involved in defense rolls. (Which is practical to do with the change to how Overcharge works.) Removing two steps from every single attack should definitely make tactical combat go considerably faster.

This also led to a significant change to how I write up Talents, since they need to be functional enough to be worthwhile even if the GM decides to only use one type of combat. Where 4th Draft had a lot of Talents that were only useful in combat, in the new version most Talents have at least some use outside of combat. I’m also cutting down on the sheer number of talents, which should make them easier to manage all around. (Likewise, not having 3 flavors of Fallout effects makes it easier to fill out a d66 table without stretching myself too far and running out of good ideas.)

I’ve been playing Persona 3 lately, and the distinctions between the two types of battles parallels (but doesn’t exactly match) the distinction between random encounters and boss battles in a JRPG video game. Although both types of battles use the same systems, a minor dungeon encounter has a substantially different place in overall gameplay, to the point where it largely becomes a matter of tapping the X button and watching your overall resources instead of a careful all-out battle. For Magical Burst there is also a distinction in simple speed, but I think this kind of division and prioritization of different types of battles is one of the more fascinating things I’m playing with in RPGs.

Starting and Advancement
Another change I’ve mentioned before is explicitly setting the game up to start out with the PCs as normal girls who become magical girls during the early stages of the game. Not every magical girl anime works that way, but the vast majority do. Even when they do become magical girls, they’re defined a bit more simply now, and gain their optimum abilities over time. In particular, they start with only one Talent, and can obtain a Specialization and other abilities over time. (Though a GM who’s so inclined could easily give PCs one or two Advances over the course of the first session to introduce those elements faster.)

Setting and Themes
I also made some tweaks to the game’s (loose) setting. Although previous versions allowed youma to have minions, this version names them “imps” and makes them an explicit part of the setting, as they are proto-youma that can eventually grow into full youma. Dark magical girls (which I’m calling “witches,” sidestepping the kind of icky “dark = evil” thing) are also a more explicit setting element, taking inspiration from how they’re presented in various magical girl anime.

One thing that I’ve been trying to do more is to explore themes of femininity in the game. It’s an important part of the genre (if perhaps a bit less so in Madoka Magica than in other series), and something that I’ve struggled with a bit for a variety of reasons that I won’t get into here. One kind of ham-fisted but seemingly effecting thing is to add the “What does being a girl mean to you?” question from Magical Fury. The answers that playtesters (men and women alike) gave to that question have been really fascinating, ranging from statements of feminine power to lamenting the expectations society forces on women. I also made the small but important distinction that magical girls’ powers are not inherently flawed, but rather it’s the nature of the world around them that twists their magic in the unfortunate ways that are so central to the game.

I’m also trying to address transgender and non-binary characters in the game, with some help from some trans women who were very patient and supportive with my questions. Writing about transgender issues in an RPG in a non-terrible way is not easy, partly because the language itself works against you, but hopefully I’ve arrived at something that will work, by leaving the question open-ended while suggesting some possibilities. Magical Burst is about magical girls–issues of femininity do in fact play a role–but in real life there are lots of kinds of girls. On a practical level, since the tsukaima who recruit magical girls are alien beings, they generally don’t fully understand human notions of gender anyway.

Anyway, that’s where I am right now. There’s still quite a bit of work to do–and a ton of other projects I’m working on–but I’m pretty happy with the foundation I’m laying down here.

Magical Fury and Magical Burst

Magical-Fury-CoverOn Sunday I launched Magical Fury as a PDF product on DriveThruRPG (also, an updated version of Entanglements as a Pay What You Want product). As I mentioned earlier, it’s a much simpler dark magical girl RPG, which uses a very simple AW engine variant (inspired by The Sundered Land). It’s the product of a particular circumstance and emotions, but on the whole I like it a lot. It has a distinct simplicity and plays with lightning speed even for a rules-light game. The final product wound up being 35 pages, though nearly half of that is a set of 17 d66 tables covering character creation and other aspects of gameplay.

I based it on the Star Princess Astraia story that I really need to get around to writing some day (which gave me an excuse to get art of her done for the cover). It thus has some elements that stem directly from things I’m planning for that, notably the reincarnation aspect and the “change the world” move (inspired by a part where Astraia decides to patrol the streets and winds up in the middle of a confrontation with a police officer).

Magical Burst

One of my goals with Magical Fury was to break through things that were blocking me with Magical Burst. I’ve been working on Magical Burst long enough that it’s accrued a lot of inertia, and coming at a similar concept from a different direction let me come up with some new approaches to handling things. They’re still two different games (and will continue to be so), but quite a few of the things I did with Magical Fury point to simpler, more elegant ways to approach some of the things Magical Burst is meant to do. There’s a lot I like about the Fallout system in Magical Burst, but in play it’s clunky and produces too many instances of Fallout that become hard to work into play. The Shift rules in Magical Fury accomplish a very similar goal in a much simpler way, and provide a clear blueprint for how I’m going to approach revising them.

One really important thing is that Magical Fury wound up being a proof of concept for a system that “summarizes” battles, reducing something that is quite involved in most games down to a few die rolls to find out how things go. As with Slime Story, I want Magical Burst to have both quick battles and more involved ones, though even for the more involved ones I want to avoid the hour-long combats of Magical Burst 4th Draft.

Making the moment of awakening as a magical girl a core, default part of gameplay was also a really effective aspect of Magical Fury in play, and helped bring to life the strangeness of it all. It’s definitely something I want to do with Magical Burst, and I’m leaning towards generally having the game set up to ramp character complexity gradually over time, another concept I’ve been wanting to play with in RPGs in general.

I also wanted to mention a newer magical girl series I saw recently, Yuki Yuna wa Yusha de Aru. If I had to rank them I would put Madoka Magica above it, but it’s nonetheless and enjoyable series with its own sensibilities and themes. It’s difficult to properly explain without spoilers, but sacrifice is a major theme, and the details of what the magical girls (“heroes”) are and how they work are interesting. One fan went as far as to write up Magical Burst rules for the blooming/mankai element from Yuki Yuna.

Although Magical Burst stemmed directly from the inspiration that I got from watching Madoka Magica, it’s never been as much of a Madoka Magica RPG as people seem to think it is. Even so, watching other magical girl anime has definitely been a good thing, and helped the game be that much more its own thing rather than a slavish imitator. While watching more of Sailor Moon, Precure, Lyrical Nanoha, etc. has had its benefits, Yuki Yuna feels more like a Magical Burst game than basically any other series besides Madoka Magica itself.

About Magical Fury

Back in October I participated in a “tradgames jam,” and over the course of a few days wrote a first draft of a game called “Magical Fury.” The idea was to write a short and simple dark magical girl name, to play around with some of the ideas I’d been developing for my “Star Princess Astraia” story and hopefully shake out some cobwebs on Magical Burst. Magical Fury is kind of its own animal, but also kind of a Magical Burst Lite, with some similar things handled in a much simpler and smoother way. It’s hard not to draw comparisons between the two games, but then Magical Fury pretty much exists because of my dissatisfaction with Magical Burst.

Compared to my attempt at a Magical Burst novel (Magical Girl Radiant Yuna), Star Princess Astraia is a bit more brutal, and more focused on conflicts between magical girls. In that respect it hews a bit closer to Madoka Magica, as well as Lyrical Nanoha. It has reincarnation of magical girls (a darker take on what happens in Sailor Moon) as a major conceit, and thus magical girls have a (potentially risky) ability to look back to past lives. (Thus the story’s inciting incident is when a magical girl shows up at the protagonist’s work, threatening to start killing people unless the reincarnation of Star Princess Astraia reveals herself.)

It’s kind of a Powered by the Apocalypse game, in the same sense as The Sundered Land, and generally a very light, story-oriented game. The dice mechanics pretty much some straight from Sundered Land, and are a lot like if you took the basic AW rules and assumed that everyone has a +1 in all stats. It doesn’t use anything like HP or Harm though. Moves give outcomes and sometimes call for magical girls to take points of Magic or Trauma, which in turn can make them have problems (kind of like fallout in Magical Burst, but much simpler). After writing moves that say things like, “When you have a moment of true desperation…” or “When you try to do something that affects the real world…” I feel like I’m definitely using the framework much better than I did in Magical Burst.

One of the major things I like about it is that it has the part about girls becoming magical girls hard-coded into the default way to start playing the game. It’s a really important moment in virtually every magical girl story, and I think the lack of such is a big weakness of Magical Burst.

It also reduces combat down to a handful of rolls. While the tactical combat system I put together for Magical Burst is fun in its own right, it’s also time-consuming enough to dominate each game session. While I don’t dislike tactical combat–I enjoyed playing D&D4e regularly for years–there are times when it isn’t what I want, and when protracted battles just get annoying. Cutting it down to a few rolls and evaluating the outcome is a really refreshing alternative. I wouldn’t want to go that route in every game, but it seems to work pretty well for this one.

The new revision I’m working on adds an element of turn-taking scene framing inspired by Shinobigami. Shinobigami is a Japanese RPG (with an English release from Kotodama Heavy Industries planned) about modern-day anime-style ninjas. It’s a bit more mechanistic than what I have in mind for Magical Fury, but the basic gameplay puts PCs in competition and has them take turns setting up scenes trying to accomplish various goals. They thus ferret out secrets, form bonds, and have the occasional skirmish as well. Magical Fury’s take on it will be a bit looser, with the option to start a scene and see where it goes, and with the GM taking turns that they use to complicate the PCs’ lives and have threats creep closer.

Overall, Magical Fury is much more a “story game,” much more a set of tools to provoke you into telling an improvised story together. At this point I really don’t know where I’ll go with it, but it’s one of the projects I’m the most excited about just now. At the very least it’s going to be a massive influence on whatever Magical Burst turns into next, but I kind of want to bring Magical Fury to fruition on its own. A thin, simple book that won’t be table-torture for whoever I get to do layout.

Progress Sort Of

I wanted to take some time to write a bit about what I’ve been up to, admittedly in part just to not have that D&D post at the top of my blog. I’d rather think about making and playing cool stuff myself than worry about what’s going on elsewhere, and I have a heck of a lot of cool stuff going on. On the other hand I’ve had some writer’s block and had a hard time getting serious writing done, which is probably a lot to do with why I keep getting ideas for more random projects.

Magical Burst
I’m just about ready to wrap up my first playtest campaign of the 4th Draft. It’s exposed a huge number of issues with the game, and Versions 4.1 is going to take a good amount of work on various fronts. Right now I’m right about to where I need to step back from the project and mull over all the feedback I’ve gotten and my experiences with the playtest. One key thing I’m definitely writing into the GM advice is to let the magical girls have some semblance of normal lives, because that’s where a lot of the tension and drama of the game come from.

Golden Sky Stories Stuff
Apart from stuff like taking care of the few remaining packages that went missing or got returned, the major thing left to do with GSS is finish up the remaining original material. I was able to knock another thing off the to-do list when I found an artist for Faerie Skies, namely Clove, who among other things did the cover and some other art for Inverse World. He sent me the first of his sketches for Ellisandra the elf, and I am ridiculously happy with the results so far.

Dragon World
For some reason I got inspired to look at Dragon World again. This led to spending an evening reading through the 25k or so words I’d already written, and brainstorming more classes. Among others, I’m working on one called the Digital Invader, which is an MMORPG character being mysteriously projected into the fantasy world. I’m also making some minor tweaks to the rules here and there. It’s going to need more playtesting of course, but it’s looking really good, which I guess shows the advantages of building off of an existing system rather than trying to build one from scratch. Also, using this as an excuse to start watching the 52 episodes of Slayers I haven’t seen. I kind of want to Kickstart it, both to get it out into the world and to have the excuse to see what classes and such my various gaming friends and colleagues could come up with. (Ben Lehman already floated the idea of doing either a maid class or something based on Ryuuko from Kill La Kill.) Also possibly custom dice, though of course I’m getting way ahead of myself.

That also has me inspired to look at what else has been going on in the way of PbtA games. Since I already backed the Kickstarter I finally started reading Inverse World, which turns out to be pretty fantastic, particularly in how it evokes the setting. Likewise there have been some really great new third party Dungeon World playbooks like the Princess and the Dashing Hero. Although core Dungeon World seems really good at what it does, some of the third party stuff seems just spectacular, especially for the stuff where they weren’t beholden to D&D cliches. (And that’s before we talk about Monsterhearts, which is just astonishingly good.)

Slime Story
Looking at all this Apocalypse World-based stuff led me to think about the possibility of reworking Slime Story as a Powered by the Apocalypse game. Slime Story is a concept I came up with literally about 8 years ago, a present-day setting where mysterious magical portals have appeared and started dumping cute monsters like something out of a Korean MMO into the world, and while in many places they’re under the control of warlords or corporations, in suburban America a subculture of teenage monster hunters has arisen. The “Slime Engine” system that I’d been struggling to put together may eventually turn into a good base for Slime Quest (my anime/JRPG-influenced fantasy heartbreaker), but the more I think about it the more it seems a poor fit for Slime Story’s weird mishmash of monster hunting and teenage slice of life. Among other things, it definitely calls for a system where many monster fights are routine and come down to a few quick die rolls.

i.hate.everyone
I got inspired to finish and publish i.hate.bronies, the MLP-themed expansion to i.h.e, and further to do a prototype of i.hate.gimmicks, an experimental expansion with a bunch of stuff to try out new mechanics (which I’ll have to do some actual playtesting on). I also got inspired to do a Game of Thrones expansion. I was going to call it i.hate.thrones, but I realized that i.hate.joffrey might be a better name. It’s coming along slowly though.

Sharkicane vs. Dolphoon
Not an RPG thing, but after watching the RiffTrax Live of Sharknado I got inspired to write this incredibly weird story. The sharks are using dark magic to summon up the Sharkicane, and the dolphins may be our only hope. Also, I realized that the reason the people are being so slow and dumb when they should be evacuating right away is because the sharks’ sorcery has dulled their wits.

Beyond Otaku Dreams
And for an added bonus, reading Epidiah Ravachol’s Swords Without Master (in Issue 3 of Worlds Without Master) got me thinking about Beyond Otaku Dreams. It’s a game I really want to make happen, as it’s based on personal experiences far more than any other game I’ve done. SWM has this intriguing thing where you roll to set the mood as either Jovial or Glum (with passing the dice around the table being an important part of how you play the game), which put me in mind of how Beyond Otaku Dreams is about a collision of Hope and Delusion. It’s incredibly tricky to figure out, since it needs to be a simple but carefully-made mechanism for group storytelling, and it generally gives me a feeling of trying to build a castle in the air.

Magical Burst Design Journal June 2014

Last week I ran the third session of my Magical Burst playtest campaign. Even more so than I’d intended, the 4th draft has wound up being a nailing down of the overall structure with a lot of details needing more work. Combat is important to the game of course, and I’ve made it in such a way that it needs some careful balancing to really work. One of the key steps is going to be sitting down to really iron out the math and the design structures around it. A lot of things are working about how I want, but a few key things aren’t, though I’m starting to better understand why they aren’t. Here’s an update on where I’m at, which should give a general idea on what I’m going to be trying to do for version 4.1.

Specializations and Talents
Some things simply needing clarifications or rejiggering to work properly, but there’s also issues with game balance and making these crunchy bits actually be fun to engage. It comes back to the thing that the perspectives of a designer and a player are really different, and it can be difficult to look at it from the other side and make sure that the choices presented to the player are compelling and appropriate. Ideally I want the lists of Magical Talents to be a collection of good choices that are all more or less equally compelling.

The Witch’s Hex ability is one of the big things that is proving to be a problem all around. In an earlier version of the game I took a cue from Magical Burst ReWrite and gave Witch magical girls a flat +1 to damage, but we wanted to try something more interesting, hence the Hex ability that lets a witch put a cumulative point of continuing damage on an enemy. There are a few different potential issues with this, one of the big ones being the potential for abuse. I did take the precaution of making it so that each witch can only use it once per turn, but with multiple witches (or even a team of ALL witches) it’s easy to imagine killing an enemy with nothing but Hexes, which is definitely not what I was going for. It also has issues with both the opportunity cost and the way it’s used. Since it uses your Minor Action, it’s really easy to get through a turn without getting a chance to use it, and it’s also just not as interesting as it could be because you simply declare it and it happens. Our present working concept for a revised version is a thing where the Hexes a witch places on youma are by themselves inert, and another witch ability “detonates” them to do a base amount of damage or add additional effects for multiple hexes. Multiple witches could thus build up to the special effects faster, but wouldn’t be able to dominate a youma without touching the dice.

Link meanwhile is one of those things that’s a really nifty idea that’s hard to limit in the right ways to keep it from being overly powerful or overly weak. I’m still trying to figure out what to do with that.

Relationships
Probably the biggest flaw with the relationship rules I’m seeing right now is in how they’re set up. Relationship with other magical girls are harder to damage and easier to figure out creatively (since you don’t have to invent any new characters whole cloth), so players end up emphasizing those and neglecting the intended emphasis of relationships with normal people, potentially for game reasons but also simply because it’s easier. The part about assigning points is also a bit more time-consuming than I’d like. Between the two factors, I’m thinking of changing the setup process a bit. Maybe something along the lines of relationships starting at a rank of 2, and players getting 3-4 relationships they can create in addition to those with the magical girls.

Non-Combat Moves
So far I haven’t given the non-combat moves as much testing as I’d actually like, and that’s partly due to simply needing to run the game in such a way that they come up more often. Investigating is potentially a major element of the game, and it’s something that RPGs have never been great at in general. On top of that, it’s proving hard to give players a basis on which to investigate nonsensical magic stuff and still have it be compelling.

On the other hand I was really happy with the effect that invoking the Stay Calm move had in last week’s session. It brought home the impact of that week’s Shocking Revelations, and totally changed the mood of the scene.

Fallout
Someone on 4chan pointed out that Fury fallout is often much more disruptive than other kinds, which is definitely something I need to work on more. It’s true that a glitch in reality or a weird hug are potentially easier for a friend to overlook than if you suddenly punch them, and also in play I find that sometimes there’s not a huge difference between Distortions and certain Temporary Changes. I’m still trying to figure out how to approach it, but another reworking of Fallout is definitely a possibility.

The other issue that’s come up is just figuring out how and when to make fallout happen. I think I need to do more to encourage players to call my attention to it as the GM, especially since in my playtest campaign I’ve got 5 players, which is pushing the upper limit of what I can really handle in general. I try to integrate the fallout stuff into natural situations and such, but it takes a decent amount of effort on my part.

The Battlefield Map
One of the big challenges of using the Battlefield Map has been making it necessary and interesting. In playtests characters tended to move into the right range to attack and stay there unless something forced them to do otherwise. The concept of Nightmare Features was partly meant to add things to make movement more necessary. I’m still trying to figure out what to do with the whole “Disengage” concept, because while it makes getting in close to an enemy a more interesting prospect, it also makes the battlefield more static.

What I’m currently thinking is to bump the map up to 6 positions, and to have the linear map be the default but not the thing used for every battle. In Last Stand the map system has maps of around 6 areas, arranged however the GM sees fit, whether a 2×3 grid for a section of city, a single line for a long corridor, a tower for a skyscraper, and so on. Moreover, I need to think about ways to have the youma move around in interesting ways.

Youma Design
My experience with previous drafts was that I’d made the youma too weak. I tried to power them up in this version, and I’m finding that they’re still too weak, though they do at least work well in terms of serving the purpose of saddling the magical girls with Overcharge.

Probably the single biggest issue is making them into viable “boss” monsters. Creating one enemy that can be a viable threat to multiple foes without the difference in numbers work against them runs against the grain of how RPG design typically works in general. Culling through the D&D4e monster books provided me with a lot of ideas for individual elements to make a good boss/solo enemy, but assembling a complete picture out of those is a good deal harder. One thing that emerged is that it’s easy for a boss to get layered with status effects, and hard to know how much a boss should be able to counter that. The current system where the youma’s Power Level and Spread set up certain stats and give the youma two kinds of ability selections isn’t really working, and I’m thinking I need to develop something a little more detailed, and something that covers the basics that a youma needs automatically. Right now my general thinking on that is to make a small selection of youma classes/specializations, which in turn have certain abilities that scale up according to PL and Spread, and then allow for some additional stuff on top of that. That will make it easier to create stuff to scale number of attacks, status resistance, etc. according to what the youma actually needs to have.

Story Stuff
A thing that’s emerging in a big way in both my campaigns and the novels I’ve been writing and brainstorming for is that magical girl antagonists are just incredibly useful. They make great foils to the heroines of the story, and they can bring full human intelligence to bear and cause problems in everyday life. I had been thinking about, for example, having the eventual “Magical Burst Companion” book have rules for magical girls falling to the Dark Side (inspired by the manga Planet Guardian, where that’s a fairly important plot element), but with or without explicit rules, I’m thinking “dark magical girls” are a trope that deserves more of a place in the core implied setting.

Magical Burst 4th Draft

“All you have to do is make a pact with me.”

Magical girls get to wield magic powers, to fight to protect the people they care about. You’ve seen it in your favorite anime shows again and again, and when a real talking bunny came to you it seemed like a great idea. But somehow those shows never mentioned the cost. They don’t talk about how keeping a secret eats you up inside. About how some magical girls get killed fighting monsters. About how magic can have consequences.

Magical Burst is a role-playing game about a different kind of magical girls.

Players: Recommended for 1 Game Master and 2-5 Players, Age 16+
Play Time: One or more sessions of 3-5 hours
Materials Required: Paper, pencils, six-sided dice, and pawns or miniatures


It took far too long, but the fourth draft of Magical Burst is here. Seriously. It’s happening. This in turn is a step towards finalizing and publishing the game, which will hopefully take a lot less than the 3 years it took to go from the 3rd draft to the 4th. In the time since I started working on Magical Burst, Madoka Magica ended and then got a trio of movies, Sailor Moon is making a major comeback, and I got Channel A and Golden Sky Stories published. Magical Burst has evolved considerably as a game, but it’s much closer to being the game I want it to be, a hybrid of my eccentric gaming and aesthetic influences, and generally something no one but me would’ve made.

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The biggest change is the implementation of a tactical combat system inspired by Meikyuu Kingdom with bits of D&D4e and a few other games. It’s still serves the same fundamental purpose of generating Overcharge to fuel the story, but it’s a more detailed system, and it in turn involves a considerable number of character trait selections and such. Although the fundamental concepts are about where I want them, it’s in the nature of such things that there’s a whole lot that will need to be examined and tested. Also, a friend of mine is working on an online character generator thing, so that will be exciting and coming soon.

This version is not completely there yet, but it is a functional game that I’m going to be developing more as I playtest and get feedback and such. There will be future versions, but they’ll be 4.1 and so on rather than a “5th Draft.” I’ve done some playtesting, but there’s still a lot more to do before the game is fully ready. I want to further refine the youma rules, and I’m wondering if the rules for Fallout and for setting up relationships need some more work. Still, the things I’m happy with outnumber the things I’m unhappy with. In any case, here are the PDFs:

Magical Burst 4.0 Rules
Character Sheet
Reference Sheets
Battlefield Map

If you have something to say or share about Magical Burst, feel free to comment here or to join the Magical Burst Google+ community.

Also check out Magical Fury, a smaller cousin game with a different take on dark magical girl stories.

May Status Update

I Want to be an Awesome Robot
IWantToBeAnAwesomeRobot[smallpdf.com]
The book is done! It’s up on Amazon (POD) and DriveThruFiction (POD/PDF). It is the fruit of something like 3 years of work, ranging from free-flowing satire to profound acts of creative masochism (like the list of 700 catgirl names and the Today in Geek History calendar).

I already started working a little bit on the follow-up, Most of My Friends Are Potential Supervillains (Subtitle: A Book of Humor, Almanackery, and Darkness), which will cover such diverse topics as villainy, board games, sports, more Secrets of Silicon Valley, places I have never been, and possibly that mini choose your own adventure thing I never finished for the first book.

i.hate.everyone
IHE-previewMy weird tasteless party card game, i.hate.everyone, is up for sale on DriveThruCards. Since it’s print on demand and the came has 380 cards, it’s pricier than I’d like, but them’s the breaks. I got Clay to do graphic design for the fronts and backs of cards, and I used InDesign’s Data Merge feature (following Daniel Solis’ great tutorials on the subject) to automatically slot the text into the cards. I currently have two core sets: i.hate.everyone (the normal version), and i.hate.fandom (the geeky version). I also made free print-and-play versions of both, and they’re in the little 2″x2″ format so you can shuffle them into your homemade CAH set if you really want too.

For now the plan is to keep doing it as a POD (with free PNP) thing, and to expand and experiment. Professional publication is a possibility, but it’s not something I’m going to actively pursue until I get several other projects out of the way.

Golden Sky Stories
On the general GSS front, apart from a tiny handful of lingering shipping issues, I’m first and foremost trying to wrangle the remaining PDF material, while my business partner Mike is working on going to local conventions and looking for interesting new avenues to sell the book and otherwise reach people.

The big thing that will doubtless make some non-backers happy is that we’re actively working on getting a bundle of stretch goal material ready for retail sales. I decided to combine the five new character types, two of the scenarios, Allen Varney’s “Henge Sweets” piece, and the two prose stories into a PDF product called “The Colors of the Sky.” The quantity of material puts it about on par with the Japanese GSS supplements. Other stretch goal material will depend on when it’s done and what form it makes sense to put it into.

I also got back into translating the remaining supplements. I’d gotten a good amount done (including the Elder Henge rules), but between Hitotsuna Komichi and Kore Kara no Michi there’s five or so scenarios, a replay, another character type (a more detailed writeup for humans), and some stories that recount the history of Hitotsuna Town. (Which is really interesting so far, but also a lot of work to translate.) I already finished translating Mononoke Koyake a while ago, but editing is taking time.

Fantasy Friends
The big new thing I did with Fantasy Friends was to finish up the set of 36 magic items (enough to fill a d66 table). Making magic items for GSS was a major challenge both because I was breaking new ground with the system, and because through fiction and RPGs magic items that aren’t meant to cause harm in some way are the exception to the rule. I went through all 1600 pages of the AD&D Encyclopedia Magica books,[1] the GURPS Magic Items books, and lots and lots of Wikipedia pages. The big thing I started doing that created more work for me but also made the whole thing better overall was to include a few Story Fragments with each one. The easier those flowed, the more sure I was that I had a promising idea for an item.

I’ve also found an artist for the book. I’ve already sent him a set of instructions and sketches for the designs for the six signature characters, and I’m hoping he can give Fantasy Friends its own distinct feel, a little different from core GSS, but still just as heartwarming.

For Faerie Skies meanwhile I’ve mainly been doing some tweaks, especially those based on backers’ feedback on making its depiction of the English countryside a bit more authentic (but still idealized and idyllic, and taking a few liberties with the mythology). We’re still trying to find a suitable artist; if you know (or are) an artist who might be a good fit please feed free to contact us.

Magical Burst
IMG_1025The fourth draft is nearly ready for release. I decided I wanted to do some playtesting first, and this turned out to be the right idea, since I found several small but important changes to make. One of the smallest in terms of the word count involved but big in terms of its impact on play was that instead of players being able to take up to 3 Overcharge to get extra dice on every magical roll, I turned that ability into a “Boost” move that’s limited to 3 times per scene. Giving everyone so many second chances was cumbersome in play, and limiting how often a player can use it seems to be a good way to keep that element without making it so overwhelming. The youma rules still need some more work too, mainly in figuring out how to give them abilities that are both interesting and make them into good “boss” enemies.

Surprising no one, the most recent additions is yet another table, for stock NPC archetypes to use when setting up relationships. I’m also putting in a series of “strategy guide” sections, with tips to help players better understand the whys and hows of the rules, and play more effectively. That covers a variety of topics, including stuff on how to more easily keep track of stuff at the table. One thing I came up with is that since the game uses the Marvel Heroic style initiative system (where the current person passes initiative off to someone else), I started giving each player an “action token” (and as many tokens as the youma has actions per round for it), which they turn in when they take a turn, so that it becomes much easier to keep track of who has and hasn’t gone.[2]

This will easily be the biggest revision to the game, but it’s also much closer to being the game I want it to be. The game has enough subtleties and moving parts that need fine-tuning that it’ll need some fairly intensive playtesting to fully finish it, but I’m hoping to complete it and in 2015 make it Star Line Publishing’s first fully original RPG.


[1]In PDF form. I’m tempted to see about getting the actual printed books, but (1) they’re not cheap these days, and (2) I really have way too much stuff and I’m trying to at least get more digital rather than physical stuff.

[2]The lack of thought about that kind of thing is one of my big criticisms of D&D4e, which I otherwise like a lot.

Magical Burst Update

I’m getting fairly close to finishing the 4th draft of Magical Burst, which as I said will hopefully be the last major revision before publication. Naturally when I could’ve been working on it I instead blathered for 1600 or so words about working on it.

Thematic Stuff
One thing that’s been on my mind a bit lately is the thematic underpinnings of magical girl anime. Anime is a weirdly skewed window into a particular culture, and magical girl anime straddles at least two distinct segments of that culture. There’s magical girl stuff aimed at little girls, which is more likely to have women in creative roles, but at the same time is extremely mainstream. Sailor Moon was the queen (and in some ways the originator) of this phenomenon, though Precure pretty clearly holds the crown right now (at least until Sailor Moon Crystal starts up). There’s also magical girl stuff aimed at adult male otaku, and while Madoka Magica is unusually restrained in a lot of ways (nary a panty shot to be seen for one thing), it’s still mainly a show very much by and for men. Where the show displays a lot of restraint, the merchandise and the fandom certainly don’t, and if for some reason you decide you want plastic figures of the characters in swimsuits, there’s official merchandise for you.

The shows aimed at girls are hard for me to fully take in. They present a lot of ideas about femininity, and those are grounded in a foreign culture and put through the filter of a show for little girls to watch in the morning. The actual style of storytelling is in my experience pretty similar to sentai shows, with the bad guys doing stuff that twists a characters’ desires in order to do evil. In magical girl anime stereotypically girly stuff like clothes and jewelry and dancing can be the focus a lot of the time, but they’ll also feature things like chess tournaments and martial arts where it fits the characters. Sailor Moon has the brainy Sailor Mercury and the tomboy Sailor Jupiter among the heroines, for example. As Lauren Faust put it, “There’s more than one way to be a girl.” Magical girl anime for girls tends to treat femininity as a virtue, but it presents many different kinds of femininity. It also has an aspirational streak, showing the characters striving for various notions of happiness and success. Sometimes this comes off as shallow and materialistic, and other times it can be pleasantly altruistic or otherwise noble.[1] I’m reminded of the thing that being girly isn’t anti-feminist, only the notion that all girls must be that way rather than being free to choose.

Her name is literally "Love." Not "ai," but the word "Love" in English.
Her name is literally “Love.” Not “ai,” but the word “Love” in English.

The issues with male-oriented magical girl shows are more apparent in titles like Lyrical Nanoha and Fate/kaleid liner Prisma Ilya, which although not without substance, have some pretty gross male-oriented fanservice at times, compounded by rather young characters. The stories tend to have very little to do with femininity, and instead play out a lot more like other genres of anime. Nanoha has a female protagonist and most of the major characters are also female, but in a lot of ways it’s more like an unusually succinct shounen fighting series. There’s a greater than usual emphasis on themes of friendship in Nanoha, but then that’s true of, say, One Piece as well. Friendship and striving to accomplish things and so on are really important values in Japanese culture, and very popular among boys.

nanoha1

Magical Burst belongs to the Madoka camp more than the Precure camp. For starters, the game is by an adult male designer, and if I were going to make a game aimed at anything like the girl-oriented magical girl anime and its original target audience, it’d look very different.[2] I’m certainly not going to put deliberate fanservice into the game, but I have no illusions about what gender the majority of the audience is going to be. It’s also an RPG, which means that a certain portion of the thematic content comes from how the particular gaming group comes at it.

I also took some influence from Superflat. Superflat is an art movement from Japan that’s a bit pretentious and hard to explain, but the core of it is exposing the absurdity of certain aspects of Japanese culture, in particular expressions of powerlessness and the lack of distinction between product art and fine art. As a result, Superflat art shows include a lot of outright bizarre stuff that uses imagery from anime and such. Magical Burst’s use of a zillion d66 tables that put a kaleidoscope of weird images and tropes in front of you is very much from Maid RPG, and even more so Magical Burst asks you to take a disparate mass of images and try to make some sense out of it. Although it doesn’t perfectly line up with Madoka Magica (on purpose), I want it to help foster some of the feeling of strangeness I and doubtless many others felt in the first episode when Madoka and Sayka find themselves inside a witch’s barrier. Looking at my introduction to the setting I see a lot of stuff about alienation, about lacking answers, which I think has a bit to do with how I feel about real life. So there’s that.

The world is a vast place, but although mankind as always told stories of magic, to their tribes, to themselves, to the night sky, men have never held it in their grasp. Magic is real even so. Magic is dangerous and terrible and beautiful. Magic is our only weapon against magic. Perhaps someday the world will forgive you for using it, but for now it hates you for it, hates your good intentions as well as your base desires. That is the world you will live in, a magical world.

Rules Stuff
On the design front, I wound up doing some major streamlining of the Fallout rules. Naturally this involved making a bunch more tables, since among other things I decided to make d66 tables for the two levels of Distortion type fallout. (My favorite particular entry being “Small candies rain down from the sky.”) A big part of the point of having tables is to provide inspiration so that you’re less likely to get stuck trying to think of something on the fly, so it made sense to have tables rather than just giving a handful of examples. It was really fun to come up with Magic distortions, and very difficult to come up with ones for Heart and Fury that would be impactful but not too out there. That also means that so far the game is up to about thirty d66 tables in it. So yeah. I also revamped the Change tables, trying to keep them from being overt fetish fuel, overly contextual, or any number of other problems. They’re still really out there, but hopefully better overall. I’m definitely liking how the Fallout rules are looking in general.

The three Specializations and the related Magical Talents are now done, albeit in a first draft kind of way. The Witch, which specializes in Attack, was probably the easiest to design, since “does more damage” is a pretty simple thing to accomplish. For the Knight (Defense) I really want to make sure such characters can be active enough to be fun to play, and absolutely not MMO tanks. For the Priestess (Support), D&D4e’s leader classes provide a lot of inspiration, though there’s also potential for doing some interesting things that are specific to this game, like playing around with Overcharge. I want the roles to be relatively flexible, with the ability to do some stuff outside your specialization’s role. The Priestess has a better healing talent, but anyone can get a healing talent, for example.

The big thing I’m trying to figure out right now is how to work the Sorcery rules, which essentially means coming up with an improvised magic system (or a stunting system if you prefer). The core idea at the moment is simply that you make a Support challenge with a target number depending on the effect you want, plus some stuff to make your life interesting if you fail or don’t succeed quite enough. Threading the needle of making something that can cover a huge variety of possible magic effects without being too complicated is proving a really interesting challenge.

It’s hard to say how soon I’ll get it done–I certainly don’t have any shortage of other things I need to get done, not to mention my day job having some tumult–but assuming I can untangle the remaining knots there’s not too much left to do. From there I’m hoping to launch into some pretty intensive playtesting, because I feel like I need to really learn the ins and outs of the system I’ve made, make some important refinements, and collect and communicate knowledge of how to play. Also, it’ll motivate me to get back into role-playing proper, which I haven’t been doing anywhere near as much as I’d like due to scheduling issues.


[1]Sentai shows are very similar to magical girl anime in this respect, which makes sense since they’re the early morning show for boys. Some day I really need to finish my Tokyo Heroes RPG, which covers both sentai and Sailor Moon style magical girls.

[2]My friend Aaron Smith is in fact working on a game aimed at more traditional magical girls, and it’s looking quite good and totally different from Magical Burst.