An extremely delightful repackaging of MF0: Firebrands in a setting many roleplayers are more comfortable stepping into.
The porting of the "three classes in conflict for a rare resource" to a fantasy universe offers a surprisingly different gameplay, with Anarchists, Bureaucrats, and the Fae behaving and interacting noticeably different from MF0's Revolutionaries, Mercenaries, and Nobles.
This clever repositioning of the classic formula is accentuated by three new games. Wizard Battle offers a spicy alternative to meeting Sword to Sword, providing rich textual prompts for psychedelic and emotionally meaningful magical combat.
An Oblique Discussion is a great social alternative, offering an opportunity to drive the plot while delighting in innuendo and misunderstanding. I'd love to see more Firebrands hacks make use of it in the future. It's a phenomenal contribution to the genre as a whole.
But the real magic at the heart of this game is Weaving a Spell Together. This game masterfully blends the sense of mutual sacrifice, thirsty eroticism, and psychedelic exploration of memory. It works at any time, but shines as a late game play, where characters can bring in items from previous scenes, sacrifice the lives of side characters already met, and burn their own future potential in preparation for an explosive finale.
Hearts of Magic both shines in its own right, with a memorable setting and setting-specific mechanics, and provides a lasting impact on the rapidly growing Firebrands framework.
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