I actually have! I just need to get around to it. 😅 My personal life is a little wild right now. In the meantime if you want a community copy I am adding some soon after posting this comment!
swashtalk
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Hi, thank you for the kind words! Glad you’re enjoying the game.
And thank you for sharing this project, I hadn’t heard of it yet! So when I made this game years ago, I was surprised there weren’t already more games like it. I see the similarities, but I also see how we arrive at similar places with similar inspiration.
I don’t know if the designer is aware of my little game or not, but even if they do take inspiration from Magical Year, I’m flattered. Magical Year only exists because Tim Hutchings was kind enough to allow me to use his TYOV system. Koriko looks great, I wish it success, and will look forward to getting my hands on a copy!
(And maybe it’s inspired me to do a physical release of Magical Year 2.0 down the line, we’ll seeeeee)
I appreciate that so much! Thanks for playing my game!
Yes, there's only the default and mentor sets right now. I'm planning on releasing another two or three sets, including:
- A witch who attends school during their Magical Year
- A witch who owns/opens an alchemy shop
- A witch who travels throughout their Magical Year
I'm actively working on the student witch set, I think I'm mostly through spring and summer . In fact, I could send you an early version of it for you or another player to use...I'd just need to keep up with you and send you autumn and winter before you get there, haha. If you'd like that please DM me @Swashtalk on Twitter or email themagicalyearofateenagewitch at gmail!
I'm glad you're enjoying it! I've been wanting to play a game with this vibe for so long and eventually decided to make one myself. It's so niche I didn't think it'd find much of an audience, so it means a lot whenever it resonates with someone!
The mechanics around converting Powers has always been a bit too loose I think, it's something I hope to tighten up in the next revision of the rules. It probably stems from me wanting to create some constraints but not box players in too much.
For the most flexibility, you can convert Traits into Powers immediately before you need to add or mark a Power. This way you can come up with whatever is optimal for the narrative and the situation you're in (storm raining on a festival? Convert a Fire Memory into a weather ritual to warm things up! Or two marked Skills!). It's not the clearest in the way the rules are currently written, but if a Prompt calls for you to mark a Power, you can convert other things into a new Power and immediately mark it, all in one Prompt response.
Alternatively, converting Powers ahead of time can push your creativity. Sometimes you're forced into this, such as if you need to add an Experience but all your Experience slots are full, and the Prompt you're on doesn't call for you to add or mark a Power. But if you have a cool idea for a spell and want to convert some things ahead of time, you can definitely do that. Converting Powers ahead of time can lead to some fun situations that make you stretch your magic a bit (Storm raining on a festival and you have an unmarked spell that lets you talk to creatures? Maybe you convince some nearby dragons to come light up some bonfires and put on a show!)
If you have any suggestions or more feedback as you play I'd love to hear it! I'm hoping to launch version 1.0 later next month and want to pack as many improvements as I can into it. Happy witching!
Ah, thank you! I want to hear about what you all get up to when you do get around to playing!
I'm *close* to releasing the dedicated multiplayer mode, the play-by-post rules have been a blast to playtest. It'll only be 2p at release, though, as...adding more players involves me writing up 240 prompts per player, haha. However, I think the "solo" game is fun to play with a group too, all contributing to the story of one witch. I hope you enjoy it and thank you for supporting the game!