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The Magical Year Of A Teenage Witch is a journaling or conventional group ttrpg of heartwarming witchcraft.

The PDF is 66 pages, with great custom art and a clean, readable layout with warm colors.

The central premise is a bit Kiki's Delivery Service, a bit So You Want To Be A Wizard, and a bit A Hat Full Of Sky.

You are a teenage witch. Witches are especially strong when they're teenagers, and typically strike out on their own, going somewhere new to tend to its problems.

Mechanically, Magical Year is similar to Thousand Year Old Vampire. The goal is to grow your character over time, in response to prompts, and to tell a satisfying personal story.

You *can* multiplay this, and the book supports it, but a little more work is required.

Because the core of the game centers around character growth, character creation and advancement are built to be flavorful and satisfying. Characters consist of different types of Memories (Fire Memories involving passion and confrontation, Earth Memories involving growth and stability, etc,) and the aftermath of each of the game's Prompts usually slots into a particular Memory.

Characters also have Skills, Locations and Characters they connect with, Resources they value, and Powers. Powers are your supernatural talents, and notably your first Power sets the expectations for what supernatural abilities can do in the setting. If you have "quell a fever with a touch," you're likely going to be telling a different kind of story than if your power is "backflip slow-mo through the air while throwing thousands of knives."

As that variety of Powers should indicate, most of the elements of your character are things you come up with for yourself. There isn't a strict premade list of Powers, Skills, Locations, etc. You generally improvise them, based on what fits the story.

The game's Prompts *do* come in premade sets, and this is handled in a neat way. Each Prompt can be explored more than once, with every encounter being a different event, allowing the game to essentially weave together a plot out of dozens of substories. There's even unlockable Bonus Prompts, which double down on this really cool vibe.

I should probably mention here that the writing throughout the book is strong and coherent, and the game has a very clear voice. You can deviate from that voice and run something spooky or high-octane, but you'll have to fight the Prompts a little bit to do it.

As far as tools and resources for players, this game has a *lot.* Everything is explained clearly and in multiple places, building on previous knowledge and keeping all of the gameplay elements tightly connected together. There's also lots of small sections on how to tailor the game to a particular playstyle, with lots of examples given. There's a full writeup of an example of play, and just in general Magical Year does a great job of teaching you how to play it. There's also random tables, in case you get stuck.

Overall, this is a dang good solo game. If you like cozy stuff, character development, and journaling rpgs, this should absolutely be on your list.