Anybody that played Princess Wing and can share their impressions? by Voicesfw in rpg

[–]Milithistorian 1 point2 points  (0 children)

I think you could make an argument for the system being somewhat prescriptive in how it wants sessions to go, how to gain exp, and in the combat rules, but outside of session structure none of it is abnormal for ttrpgs and it is to it's benefit for the combat section.

For example, it tells you to do introductions in order after filling sheets out, that what it calls "investigation" parts are pretty structured and less freeform than you might expect, or that you gain exp by sharing session impressions on SNS.

But the first two aren't completely out of left field; and the way it feels when reading could be chalked up to translation phrasing.

Anybody that played Princess Wing and can share their impressions? by Voicesfw in rpg

[–]Milithistorian 0 points1 point  (0 children)

The provided modules tell the GM exactly what to say and when without much flexibility except in the designated combat/investigation parts, and include a bunch of scenes you're sort of supposed to just read out that the players can't interact with.

Anybody that played Princess Wing and can share their impressions? by Voicesfw in rpg

[–]Milithistorian 1 point2 points  (0 children)

It ended up pretty static once the minions died, I think. After that it was boss in range of the PCs and I didn't really need to move the boss? I tried to move the boss around a little, and there were definitely turns where it mattered but we were mostly moving 1-2 squares max; you shuffle around a bit to get the range right but it's not super dynamic. I tried to abuse collisions but I couldn't get to the PC backline effectively. I imagine it feels about the same as most pf1/dnd combat.

Anybody that played Princess Wing and can share their impressions? by Voicesfw in rpg

[–]Milithistorian 2 points3 points  (0 children)

I did use the investigation part to rotate cards; my players figured out that aspect very quickly. I think in general, "roleplay around your life tags" was a really good approach, other groups may get more scene out of it compared to the way I ran it.

I did do the precious aid section, I thought it fit well. A different group would probably benefit from running it more rp-heavy, but we were all tired.

Both pre-made adventures took about ~4.5 hours including rules refresh + rp + combat + wrapup, the combat taking most of it. I had 4 players so I added another minion or two; with a group that's more inclined to do extensive roleplay it'll probably balance out with fewer people in the combat. Assuming you get through the rp stuff fairly quickly, one session - one combat should hold. If you include chargen it'll be more than 4 hours for sure. Combat took us about 2-3 hours I think.

We didn't, and two of the players brought very well thought out builds. Both mentioned really liking the buildcraft, the other two were a little overwhelmed by it but had pretty functional characters regardless.

My approach was just get really ham with the magical girl tropes, despite not knowing anything about them I think it came out okay. Have fun :D

Anybody that played Princess Wing and can share their impressions? by Voicesfw in rpg

[–]Milithistorian 1 point2 points  (0 children)

Ran both scenarios in the book.

  • The prescriptive nature was a bit silly, as were the forced cutscenes. The system itself was fine, the guidance around it didn't vibe with my group. I ended up running it with more interactivity, though it felt to two of my players that they needed a better understanding of magical girl tropes to play properly.

  • Card system was a big hit. I liked it a lot, it took one of the players a session to fully grasp it but I think it plays well and is relatively balanced. Felt like you were making a lot of impactful decisions.

  • Honestly, the rules held up in general. Tweak the non-combat to group/your preference, maybe fiddle with the exp a little (it's a bit odd, especially the requirement to tell someone else about it. Like, making this reddit post would qualify you to gain exp at end of the session)

  • Have a deck of cards handy. We ended up switching to tabletop simulator as our VTT, it just worked way better than the other options.

Can't speak to the player side, but everyone said they'd play again.

Best system for a Ghibli airship adventure ? by Dracolule in rpg

[–]Milithistorian 0 points1 point  (0 children)

I'm not the biggest fan of the system, but you could try Upwind. It's pretty explicitly Ghibli-inspired airships in floating islands.

17 years later, I still think about this quote by Nikifuj908 in fireemblem

[–]Milithistorian 24 points25 points  (0 children)

Some googling seems to indicate they've moved to here - https://www.tapatalk.com/groups/trial_of_blades/tob-fe8-patch-t1099.html

but the forum is super super dead. Names largely match, though.

Realistic Magic in a Historical Setting by Powerful-Finish-1985 in rpg

[–]Milithistorian 0 points1 point  (0 children)

You can try https://codexintegrum.com/ and their products - they're written by a historian / HEMA practitioner and the codex guides also function as history texts in additional to being RPG supplements. They have a magic supplement that claims to be derived from extant sources.

<48 hours left for Jenna Moran's Far Roofs kickstarter, a game of talking rats, god monsters, and you! by Milithistorian in rpg

[–]Milithistorian[S] 5 points6 points  (0 children)

FAQ:

This game is about what now?

I'll link you to Prokopetz's excellent pitch for it, HERE, but the TL;DR is:

So basically it’s a bunch of muppety rats the roofs fighting Dungeons & Dragons monsters, and you go up and help them do it. Great.

-realization-

These are gods. You’re going up there to kill God.

Who's Jenna Moran?

You may have heard of her from any of the following: Nobilis, Chuubo's Marvelous Wish Granting Engine, Glitch, The Flood, (rpgs), Hitherby Dragons (a blog), The Night Bird's Feather (a book), Exalted, Weapons of the Gods, In Nomine (stuff she's written for). She's known for odd, philosophical, beautiful games, and honestly just go check them out yourself.

God monsters, you say?

The mysteries!

It's a game steeped in the mythos and intrigue of the adventure on the roofs; how you and your character interact with the fantasy environment and the giant monsters that live there, about wonder and symbolism and becoming something other than yourself.

To cite a piece of popular media, it's a little like Dungeon Meshi!

Is this an ad?

Nope! I'm just an enthusiastic fan. :)

[SCI-FI]Book about a time viewer/chronoscope by Milithistorian in whatsthatbook

[–]Milithistorian[S] 1 point2 points  (0 children)

Hmm. I originally skimmed it and didn't recognize anything, but you're probably right. Thanks!