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(1 edit)

to reiterate the first question, if you were forced to run a magewroth tournament, what ruleset would you implement so that the spirit of the game was preserved. by tournament i mean bracketed competition in magewroth with the competition being in storytelling and dice rolling capabilities.


second, what about temporary boosts for wands and cups if you store them, preventing up to 2d6 damage, and a temporary +3 dice to a roll respectively?

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I'm not sure if it is possible to play a storytelling game like this competitively, like some sort of MtG tournament in an LGS. Even if it were, I don't think it would be fun for the people involved (I'm happy to be proven wrong of course!). One of the main themes of the game is destroying the self by destroying the other (and vice versa), which is why pretty much every game of Magewroth I've played ended in a tie: the longer you fight, the more people get hurt in the story. 
I suppose you could isolate the few mechanical components of Magewroth and use them to build something more suited to competitive play, but that would basically require making a whole, different game. I don't really have any ideas or suggestions on that front, you may have to look at other games and designers for inspiration.

Your ideas on buffs sound okay, I'd recommend playtesting to see how they work in-game. And thanks for the interest in my game, I really appreciate it!