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Magical Kitties Save The Day Roleplaying Game

£13.945£27.89Clearance
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In the character section, I mentioned that there were attributes (cunning, fierce, and cute) that you assigned either a 1, 2, or 3 to. Those numbers reflect how many dice you get to roll when you use that skill. Honestly, while I have fun playing with M, P seems to not be interested in the spirit of the game. Magical Kitties Save The Day is about magical kitties solving problems. P seems more interested in causing problems than solving problems. One modern mechanic that I’m not as sure about is the whole problem system and how the GM is meant to use it for adventure design. It reminds me of Fronts from Apocalypse World and other PbTA games (and I have to admit that I have a hard time wrapping my head around fronts as well). Second, we wanted the game to only use six-sided dice. I’m a big fan of the polyhedrons, but limiting the dice to just one type would (a) allow us to provide dice in the boxed set for a relatively low cost (so we could invest more in other features) and (b) provide a more familiar experience to players in our core target audience six to twelve year-olds.

The second half of the Rulebook includes information mainly meant for the Games Master, though it doesn’t restrict this section to GM’s eyes only like some traditional RPGs do. Despite not being the easiest game I’ve sat down to run, I think I did a good enough job as my family had a blast playing through Magical Kitties Save The Library. We found the system worked very well, especially the degrees of success that included things like success with a complication and bonuses for extra successes. As a GM I really liked the Retaliation rules for Foes and Disasters which made it easier to come up with interesting complications that weren’t always simply “Your Kitty gets an Owie”. Now that you’ve (hopefully) figured out this detailed problem system, the game gets into creating adventures. It gives you a number of really solid Adventure Recipes that are basically lists of story beats. These include things like the Boss Rush, Five Scenes, A Simple Mystery, The Raid and Rescue Operation. Each of these basically gives you a formula that you can fill with problems, foes, challenges, roleplaying, and more. So, I bought a copy of Magical Kitties Save The Day for two of my nieces and two of nephews for Christmas. We played the first game remotely, the nieces in Oregon and the nephews in Massachusetts, we split the group into two sets pretty early because of age differences and time zone differences. Below is a letter I just sent my sister, the mother of the nephews. P is eleven, M is nine. Playing Magical Kitties is easy. You have 3 Attributes – Cute, Cunning, and Fierce. You also have a Talent, a Flaw, and a Magical Power. When your kitty is trying to do something difficult, you’ll build a pool of six-sided dice with:

The World of Fantastica

You are Cute. You are Cunning. You are Fierce. You are Magical Kitties, and it’s time to Save the Day!

Every magical kitty has a human. Every human has a problem. In Magical Kitties Save the Day, you and your friends use your magical powers to help your humans. But kitties live in hometowns that are filled even bigger problems like witches, aliens, and hyper-intelligent raccoons. So kitties go on adventures to save the day! The elegantly simply rules system puts the emphasis on storytelling and supports a setting and characters that players are familiar with and love from the start.

Magical Kitties at a Glance

You are cute. You are cunning. You are fierce. You are magical kitties who can save the day! That’s how this RPG in a box begins, and also how it has continued – such a cute mantra has now invaded daily life and has been repeated regularly since starting to play this game. Gone away are the range of dice, the requirement to roll for an extensive number of options, and lengthy character sheets, instead, here stands Magical Kitties Save The Day, with six D6, and requirements to roll only for actions that fall under cute, cunning, or fierce. Or the Star Realms Starter Set Bundle with Star Realms, Colony Wars and Frontiers https://amzn.to/3uffjNa But not all is well in the land of Happily Ever After: Queen Carnelia, the ruler of a land greatly harmed by magic, believes that Fantastica must be destroyed! She has made it her mission to eradicate every last bit of magic that can be found, and her magic hunters prowl the kingdom in secret, disguised as knights, nobility, merchants, adventurers, and even occasionally princesses. If the magical kitties can’t stop them, they will corrupt the source of all magic! Their work has already begun, and monsters and curses plague the kingdoms of Fantastica. Contents Includes everything you need to play in the box - character sheets, dice, kittytreats, rulebooks, a hometown setting, and your first adventure! As you can see, limiting Magical Powers so that they all needed to be in balance with each other came with some sacrifices and some tough design challenges. But the advantage of this approach was a robust, streamlined simplicity: Players don’t need to spend a point budget or juggle powers of different tiers or whatever.

Here we learn how to be a Magical Kitty, which sets the tone and expectations for all the players. This includes a number of rules like, “You must keep your magic hidden from humans. You want to help your human. You can understand humans but they can’t understand you.”, and the fact that you have a special spot in your home the humans don’t know about that will let you come and go without being noticed.I’ll probably talk more about those features at a future date. For today, I’d like to take a peek at the Magical Powers in Magical Kitties. As part of the Cat Eyes Detective Agency, the magical kitties work together to solve crimes and uncover the mysterious secrets of Sunset City. Because there’s much more to this hometown than meets the eye. Someone has frozen the city in time, inside a magical bubble, and they don’t want anyone to know about it! First, no Magical Power could completely overlap another Magical Power. If both powers were being played by different kitties in the same session, I didn’t want one of the kitties to rendered obsolete. Bonus Features could “nibble” a bit on another power’s uniqueness, but the Bonus Features of the other power needed to give it a unique upgrade path. The last thing that your Kitty Krew can earn is to improve your Human’s or Hometown’s Problems. If you worked to solve a problem the GM can reduce the rank of that problem by one (or more for really epic stories).

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