I went into writing this game with a set of musts:
- must be witchy
- must use a freeform magic system
- must have a cozy/lower-pressure/stardew-valley-esque feel
- must have relationship mechanics that matter
- but must matter in a story way, not just an acquire-things-way
- must be playable on discord
- must be playable without scheduling
- must have time/season mechanics
I also wanted to integrate it into both the magic system and crafting system that I've been working on for a larger (eventual) ttrpg!
all of this together lead to my current project: witch•craft.
witch•craft is an idea that's been rolling around in my head for a long time; a game where you play a village witch in their first job out of witch college, struggling to balance responsibility with reality. part coming of age, part magic adventure, all cozy and slow.
witch•craft is in progress, but will be a slow, gmless game for 2+ players (3-6 recommended). it's designed to be played on discord, with friends, asynchronously, and in real time over the course of a year, though the way it's played is flexible and does not have to be any of these things.
witch•craft absolutely found some of its inspiration in Eliot Silvarian's Village Witch (https://eliotsilvarian.itch.io/village-witch) and BlackwellWriter's Apothecaria (https://blackwellwriter.itch.io/apothecaria), wonderful games that I cannot recommend enough, as well as a myriad of little details from other fantasy media.
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