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  • File : 1301171841.jpg-(95 KB, 700x477, 4a2f2c24471e6c42df783955dadc22a5.jpg)
    95 KB Magical Burst Judgment !7JUDGMeNtA 03/26/11(Sat)16:37 No.14374990  
    So, the guy that translated Maid RPG watched Puella Magi Madoka Magica, liked it, and used it as inspiration for an RPG, Magical Burst.

    Blog post talking about it: http://yarukizero.wordpress.com/2011/02/17/magical-burst-getting-started/
    Blog post with more talk and the FIRST DRAFT for download: http://yarukizero.wordpress.com/2011/02/23/magical-burst-first-draft/

    Combat is a bit tricky to understand at first, but it fairly straightforward after that.
    Everything else is very free-form.

    Basically, it's a sort of grimdark Magical Girl RPG. More info in further posts.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)16:47 No.14375090
    The base idea for each PC is that they're a young(ish) girl that has been contracted by a "tsukaima" (your generic magical girl familiar animal thing) to become a Magical Girl to fight "youma" (the monsters). Each defeated youma leaves behind an "Oblivion Seed" and should a girl gather 13 of them, she is granted any one wish. Or so she is promised.

    The thang that changes most between games are the "secrets" of the world. Things like, "Some magical girls are actually youma that have become fully sentient. Some of them don’t even know what they really are," or "A weapon from a dead magical girl is worth 12 Oblivion Seeds," things that could cause a bit of SAN loss when learned.

    I guess what I'm hopping for is that we can come up with some more secrets and structure for non-combat scenes, maybe a little world-building.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)17:06 No.14375263
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    Guess I'll just keep typing stuff.

    PC's have 3 stats: Heart, Fury and Magic, all of which are used for combat. (everything else is just roleplay)
    Heart is magic powered by happy, fell-good emotions.
    Fury is magic powered by angry, violent or general negative emotions.
    Magic is just "non-aligned" magic.
    Players put a 4, a 6, and an 8 in these stats as they want. Heart and Fury can play some resistance or weakness roles when fighting youma, while Magic will always have the same strength.

    Now, when a PC needs to do magic stuff, she chooses a stat to use and rolls 2d6 and adds them to her stat. Each "6" rolled adds an extra die, but also adds an "Overcharge" point to that stat. This continues until 6's stop showing up. She can also take a point of over charge to roll an extra die. If the result EQUALS or beats the difficulty number or BEATS the opponent's result, it succeeds.
    If it's combat, damage is 1d6 + 2 per point of overcharge she took. Dice do not explode on damage. Each PC has 13 "resolve" for each fight, but this can be pumped during non-combat scenes. If a character FAILS on a combat roll, SHE takes damage instead.
    >> Anonymous 03/26/11(Sat)17:09 No.14375289
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    I'm still reading through the intro, but this seems very intriguing so far! I know a few of us here have been itching to run a Madoka game.

    >I guess what I'm hopping for is that we can come up with some more secrets

    I can offer one from TVTropes:

    http://tvtropes.org/pmwiki/pmwiki.php/WMG/PuellaMagiMadokaMagica
    >Witchs are Well Intentioned Extremist, Magical Girls are inherently evil
    >What is truly the ultimate deconstruction of the Magical Girl genre? Let them be Villain Protagonists without realizing it until the very end. Humans that were targeted by witches deserved to die. Witches hunting humans is somewhat a heavenly effort to kill off bad humans to keep the human race from destroying themselves. On the contrary, Magical Girls are a creation of the evil beings to combat the balance so that the human race will be filled with more suffering, which is their source of power.

    While this may not be the case in Madoka, it would be a mind-shattering revelation to learn in a Madoka-inspired game. The magical girls start looking into the backgrounds of the victims of the witches/youma. Murderers, con artists, rapists, embezzlers, some even tried from their crimes but never convicted... and then, when they discover a witch/youma that manages to effectively communicate and hear what it has to say, it all clicks.
    >> Anonymous 03/26/11(Sat)17:13 No.14375311
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    This might just be the perfect system for Assassin's Creed: Madoka.

    http://archive.easymodo.net/tg/thread/14274021
    http://archive.easymodo.net/tg/thread/14263857

    I just replace some names, like magical girls with Assassins and youma with Templars, and I'm good to go.

    Still just in the first few pages though.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)17:21 No.14375374
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    Now, Overcharge is what makes things dangerous.
    When a PC gets 5 or more Overcharge in one stat, she must get rid or it ASAP, but it can be released beforehand. Unless a PC has 6+ Overcharge in her Magic stat, she can wait until the next non-combat scene.

    Heart and Fury Fallout isn't incredibly interesting or unexpected. Heart makes PCs go lovey-dovey or breakdown. Fury makes her be mean or break shit.
    Magic is where things fall apart. Minor fallout just makes weird things, tame creepypasta from /x/. Mid-level is mutations, which the PC must either suffer herself, or force upon someone else. This uses a d66 table like maid. Some are minor, smelling like candy. Others can break a girl, forcing her to always be transformed, shedding skin like a latex snake, or worse. High-level is "an explosion of raw power that annihilates anything and anyone nearby, excepting beings of considerable magical power." This is the one that will interrupt combat.
    >> Anonymous 03/26/11(Sat)17:28 No.14375430
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    >Normal people can’t even properly perceive youma, much less hope to beat one. Only magic can harm them.

    Really? I loved how it was totally possible to annihilate a witch and its familiars using mundane weaponry so as long as you could perceive it. Heck, it was Homura's entire gimmick.

    So you could, if you really wanted to, drive a light tank into a Barrier and go to town. On a lesser scale, you could disable a witch with amassed tasers and bear pepper spray.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)17:31 No.14375456
    rolled 3, 5, 5, 5, 6, 1, 1, 3, 4, 4 = 37

    not much else to mention, I'll just roll some dice and use that tables in the back
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)17:35 No.14375492
    >>14375430
    using "mundane" items, it still totally cool, but the important thing is that people without magic can't do shit.

    >>14375456
    Her name is Kagurazaka Umi.
    Her magical element is chains.
    Her costume is a kimono with a bunny theme.
    >> Anonymous 03/26/11(Sat)17:38 No.14375506
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    What is an "omega" costume?
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)17:39 No.14375518
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    >>14375506
    I assume it uses the Greek letter Omega, or you could go Final fantasy with it.
    >> Anonymous 03/26/11(Sat)17:49 No.14375601
    >>14375518
    Or I could be an Ultramarine magical girl.

    Is random character generation enforced in this game? Because that would be tremendously gay.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)17:51 No.14375621
    >>14375601
    No no, it's just an option, you can choose a great deal about your character to be whatever you want. I think the guy is working on more random tables for people who want it, but it's by no means required.
    >> Anonymous 03/26/11(Sat)18:06 No.14375752
    Very interesting.

    I'll give this a look and see if it gets Madoka right.
    >> Anonymous 03/26/11(Sat)18:17 No.14375820
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    Do Overcharge points ever naturally fade away, or do they build up until you must Fallout?
    >> Anonymous 03/26/11(Sat)18:20 No.14375846
    >>14375506
    KYUBEEEEEEEN~
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)18:21 No.14375856
    >>14375820
    You MUST have Fallout, there are no other rules for getting rid of Overcharge right now. If you want to run with "regenerating magic," you could but it's not in the rules.
    >> Anonymous 03/26/11(Sat)18:36 No.14375954
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    It seems like scenes immediately following an Overcharge-building combat tend to devolve into a series of Fallout vignettes, where the PCs dick around, curse normal humans with mutations, break down into I'M SAD, or rage against the machine.

    Is that intended?
    >> Anonymous 03/26/11(Sat)18:41 No.14375988
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    Placing mutations on random civilians looks like the way to go for an amoral magical girl who wants to release Magic Overcharge.

    Do you have to touch someone to place a mutation on them, or can it be done at range?

    I wish I had saved the pic in >>14375954 for this post...
    >> Anonymous 03/26/11(Sat)18:57 No.14376120
    Madoka is fine and all but I would honestly like to see a straight up, no bullshit magical girl game where the grim stuff is left to the setting and not baked into the characters.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)19:00 No.14376138
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    >>14375988
    I'd say range vs touch depends both on the GM and what the rat-bastard tells the PC. In fact, she might only know one of the two mutation methods (self or others). IMO, the GM needs to give out little pieces of information to make the most of each reveal.
    >> Anonymous 03/26/11(Sat)19:05 No.14376194
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    I have to say, Magic is ironically an underpowered stat in this game. Let's look at the facts.

    1. A Magical Burst (Magic Overcharge 6+) is a lot more of a shitruiner, TPK-causer, and game-ender than an Infatuation (Heart Overcharge 6+) or a Rampage (Fury Overcharge 6+).

    2. Monsters with the Magic Radiation special ability stack on Magic Overcharge. There is no Heart Radiation or Fury Radiation equivalent.

    3. Combat youma effectively reduce Fury used against them by 2, and increase Heart by 2. Psychic youma effectively reduce Heart used against them by 2, and increase Fury by 2. Mystic youma have no modifiers.

    So, let's say we have a character with Magic 6, Heart 4, Fury 2.

    vs. Combat youma: Attacking stat of 6
    vs. Mystic youma: Attacking stat of 6
    vs. Psychic youma: Attacking stat of 6

    Let's take a look at a character with Heart 6, Magic 4, Fury 2.

    vs. Combat youma: Attacking stat of 8
    vs. Mystic youma: Attacking stat of 6
    vs. Psychic youma: Attacking stat of 4

    Now let's compare her to a character with Heart 6, Fury 4, Magic 2. Magic is her low stat. She uses the most effective type of attack against each youma.

    vs. Combat youma: Attacking stat of 8
    vs. Mystic youma: Attacking stat of 6
    vs. Psychic youma: Attacking stat of 6

    Low Magic is the way to go in this game.
    >> Anonymous 03/26/11(Sat)19:11 No.14376247
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    >>14376194
    Solutions:

    1. Errata to the final sentence of the Magical Burst section:

    It is possible for someone to use magic to escape unscathed by making a Magic-based challenge and getting a result equal to or greater than the number of Overcharge points that went into the Magical Burst.

    2. Introduce Heart Radiation and Fury Radiation. I don't see why they shouldn't exist, especially when Psychic youma and Combat youma exist.

    3. Errata to Mystic youma:

    Mystic youma use general magical power. Raw magical power is the most effective way to counteract the nature of these youma, so they receive a -2 penalty to their Result against opponents using Magic.
    >> Anonymous 03/26/11(Sat)19:27 No.14376384
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    What purpose do relationship types (Heart, Magic, Fury) serve?

    Other than flavor, they don't seem to do anything.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)19:30 No.14376418
    >>14376384
    Currently, nothing. The guy plans to make them serve a purpose in the next draft.
    However, a young girl's life likely revolves around her friendships.
    >> Anonymous 03/26/11(Sat)19:39 No.14376495
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    No offense, but this really looks like something more apt for a solo game than a group game. The combat rules are really vague and actually make it pointless for more than one magical girl to go up against a youma.

    Youma never attack. They just retaliate against failed attacks. So, five magical girls fighting one youma is endangered just as much as one magical girl fighting one youma, and that's kind of retarded.

    Plus, Fallout scenes can be a clusterfuck if you have three or four players all trying to unload Overcharge through various means. It loses its impact and becomes something like a mediocre SNL sketch instead of something serious and dramatic.
    >> Anonymous 03/26/11(Sat)19:41 No.14376519
    >>14376247
    Is there any practical difference between +2 for the players and -2 for the enemies?

    +1 against mystics might make more sense.
    >> Anonymous 03/26/11(Sat)19:47 No.14376571
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    >>14376519
    I don't think this is.

    I suggest upping the effective Magic used against Mystic youma by 2 so that we can have 8/6/6 (generalist youma hunters) and 8/8/4 (specialist youma hunters) magical girls.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)19:51 No.14376619
    >>14376495
    Well, yes it's not designed for large groups, but if you don't just lump EVERYONE into one fallout scene, things could work a lot better. If someone delays showing up in a scene until they get somewhere they "want" to go on a rampage, they totally can.
    And the more girls fighting at once means less Overcharge and danger of dying to each of them. Though more cooperation things should be added in the next draft.
    >> Anonymous 03/26/11(Sat)19:57 No.14376665
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    >>14376619
    >And the more girls fighting at once means less Overcharge and danger of dying to each of them.

    Ah, good point.
    >> Anonymous 03/26/11(Sat)20:01 No.14376691
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    Looks interesting, but I think if I was going to run Madoka I would use this. It was the first thing to pop into my mind when the first witch showed up, then when every girl's powers were around one central theme it just reinforced it.
    >> Anonymous 03/26/11(Sat)20:04 No.14376718
    >>14376691
    >then when every girl's powers were around one central theme it just reinforced it.

    I don't think Mami or Kyouko have "one central theme."
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)20:05 No.14376721
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    >>14376691
    I've never played or read Don't Rest Your Head, but to quote Ewen, the writer,
    >The game is shaping up to be sort of like a magical girl version of Don’t Rest Your Head (“Don’t Rest Your Wand”), though quite a few other elements have made their way into the rules, including a D66 table of random magical mutations.
    Guess I should take a look at DRYH.
    >> Anonymous 03/26/11(Sat)20:09 No.14376767
    I think that so long as you have only a single point of
    overcharge, you could get rid of it without any fallout.
    Now, having two or more overcharge means you have to
    take the appropriate amount of fallout, but I can see
    the magical girls trying to bleed off overcharge when
    it's still at a low enough level to not cause issues.
    >> Anonymous 03/26/11(Sat)20:13 No.14376811
    >>14376718
    >Mami
    What. GUNS. She summons magic antique guns of sizes and shoots things with them. Her powers are GUNS.

    >Kyouko
    I can actually understand a line of thought that would say she doesn't really have a theme, but all her shit is morphing her spear. Spear grows long, spear breaks into sections with chains between them, sometimes a weighted chain out of the haft.

    Both easily fall under a Madness power.
    >> Anonymous 03/26/11(Sat)20:15 No.14376822
    >>14376811
    >What. GUNS. She summons magic antique guns of sizes and shoots things with them. Her powers are GUNS.

    And the bondage ribbons?
    >> Anonymous 03/26/11(Sat)20:21 No.14376875
    >>14376822
    Bondage ribbon gun. Duh.
    >> Anonymous 03/26/11(Sat)20:22 No.14376883
    >>14376822
    >Girl constantly uses magical flintlocks
    >Summons dozens of rifles or fuckhuge pistols
    >90% of her transformed screentime she's shooting things

    >But she does a ribbon thing twice! That's not a theme!

    Yeah, and the show doesn't have a dark theme because Madoka and Sayaka were good friends.
    >> Anonymous 03/26/11(Sat)20:26 No.14376921
    They do, kinda.

    Mami = Guns, possibly spiders.

    Kyouko = Faust's Scorpion
    >> Anonymous 03/26/11(Sat)21:15 No.14377265
    Why does the Magical Burst exist AT ALL?

    It's so random compared to every other Fallout.
    >> Anonymous 03/26/11(Sat)21:38 No.14377443
    >>14377265
    Because Magic is inherently different to Heart and Fury, with its fallouts being based on magical energy bleeding out, as opposed to the emotional imbalances the other fallouts are based on.

    So rather than a murderous rampage or stalker-ish obsession, you get a critical mass of magical energy.
    >> Anonymous 03/26/11(Sat)21:42 No.14377469
    >>14377443
    And why does it have to be so much more deadly a Fallout when, as this thread has shown, Magic is the worst of the stats?
    >> Anonymous 03/26/11(Sat)21:47 No.14377505
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    Oh man, I just rolled up a sample character whose element is rage and outfit includes an eyepatch and hero scarf. I cannot wait for the next couple drafts to be released so I can flesh out this concept better.
    >> Anonymous 03/26/11(Sat)21:52 No.14377534
    >>14377469
    Because judging stat balance in a game's first draft makes perfect sense.
    >> Anonymous 03/26/11(Sat)22:06 No.14377617
    >>14377534
    Only if you ever want to see it fixed or not.
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)22:10 No.14377644
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    When I run this, I plan on telling the players nothing about overcharge until it becomes important (mid-level area at least). Then, they'll hopefully notice that continuously using one stat and only one stat will not end well.
    Switching up your attacks is key to not having critical fallouts.

    >>14377469
    >Umi main-stated Fury
    >Several Fallouts later, she has no positive relationships
    >Other Magical Girls shun her
    >Starts hunting youma solo
    >Magic attack, taking an overcharge die
    >Magic Attack, Taking an OVERCHARGE die
    >MAGIC ATTACK, TAKING AN OVERCHARGE DIE
    >MAGICAL BURST
    >And then there was one
    >Makes wish: "I wish for them to want me again"
    >Walpurgisnacht
    >> Anonymous 03/26/11(Sat)22:21 No.14377719
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    >>14377644
    >When I run this, I plan on telling the players nothing about overcharge until it becomes important (mid-level area at least). Then, they'll hopefully notice that continuously using one stat and only one stat will not end well.
    >Switching up your attacks is key to not having critical fallouts.

    So, as the rules currently are, doesn't that make having Magic as your high stat EVEN WORSE because of how you won't be able to exploit youmas' stat weaknesses?
    >> Judgment !7JUDGMeNtA 03/26/11(Sat)22:34 No.14377835
    >>14377719
    Maybe? I see this as less of an "optimize or you'll have no fun" game and more of a "let's tell a story" type of deal.

    I guess I'm avoiding things, but I'd like to get some playtesting in before passing judgments on balance.
    >> Anonymous 03/26/11(Sat)22:39 No.14377871
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    >>14377835
    I guess I'm just saying that in a game that's about playing MAGICAL girls, being subtlely punished for having Magic as a high stat is really backwards.
    >> Anonymous 03/26/11(Sat)23:03 No.14378091
    So basically, you get enough Overcharge, you hit Limit Break?
    >> Anonymous 03/27/11(Sun)00:36 No.14378887
    Read over the first draft and I have to say.. This is fantastic stuff. Really interesting, truly grimdark, a little messed up, and certainly full of potential... But regardless of all of that, I don't think I could ever get my group to play this game.

    This would have to be a game we would only play after getting drunk and drowning any sense of shame. Too bad I'm not much of a drinker and a couple of my other players refuse to touch the stuff.
    >> Anonymous 03/27/11(Sun)00:59 No.14379111
    Are you still here, OP?

    I'd like to get in touch with Ewen/Usually Random.
    >> Judgment !7JUDGMeNtA 03/27/11(Sun)01:25 No.14379205
    >>14379111
    well, his wordpress is at:
    http://yarukizero.wordpress.com
    his twitter is:
    nekoewen
    his tumblr is:
    http://randomlyneko.tumblr.com/

    that's all I've got really
    >> Anonymous 03/27/11(Sun)02:04 No.14379247
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    >>14379205
    If you stick around for an hour and a half or so, I'll try my hand at making an Assassin-themed magical girl and posting what I've got here.
    >> Anonymous 03/27/11(Sun)03:31 No.14379872
    This has caugh my attention for combining 2 things that i love in a bizzare way

    Bump
    >> Anonymous 03/27/11(Sun)03:35 No.14379904
    >>14379247

    translation of nipponese? ;_;
    >> Anonymous 03/27/11(Sun)04:10 No.14380155
    Bampu for magical girls~
    >> Anonymous 03/27/11(Sun)04:35 No.14380306
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    >>14379247
    Well damn, I just got caught up with real-life issues for two and a half hours and can only get started with Ezia Auditore now.

    This might take a while.

    >>14379904
    http://danbooru.donmai.us/post/show/646122/assassin-s_creed-assassin-s_creed_ii-blade-brown_h
    >> Anonymous 03/27/11(Sun)06:57 No.14381171
    What's with the minor obsession with mixing Madoka and Assassin's Creed in /tg/?
    >> Anonymous 03/27/11(Sun)07:36 No.14381369
    Bump for Madoka RPG.
    >> Anonymous 03/27/11(Sun)07:48 No.14381448
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    There really should be a section on how to convince your group to play this game.

    It's tough being a DM who loves Madoka (or more accurately, the dark magical girl concept) and has players who are averse to anything remotely magical girl, yet who masturbate over Evangelion and play AdEva with other DMs.

    ;_;

    Seriously though, OP, if you're running a game, I'd like to join.
    >> Anonymous 03/27/11(Sun)08:40 No.14381783
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    The text can be confusing because of the repetition of the word magical to mean multiple things (relating to the single Magic stat, or to differentiate magical from mundane, or as part of another term-of-art), or using 'scene', 'episode', 'battle' when it's not clear how long each lasts or when one turns into another.

    There should be some provision for combination attacks that encourage teamwork, rather than just letting the girl with the most relevant '8' stat do all the work. In fact, this is one game where I'd argue it would be more fun to roll for attributes is better than assigning a static array: 2d6 per attribute would slightly better on average (mean of 7 as opposed to 6), maybe as an optional rule.

    Resolve should not be immediately restored after battle, rather it should be replenished by either Relationships or by using Oblivion Seeds, which destroys it. This would put pressure on Magical Girls to be more competitive over the Seeds and also to have to juggle whether they want to use the Seed and be healed fully, or to tough it out and save it for their Wish. That could be an optional rule too.

    Another restriction should be that Resolve can't be charged by a Relationship that is inside the radius of a Nightmare, because of the harm the Nightmare inflicts on a normal person's psyche. This would encourage players to be protective over those they're in Relationships with and to seek out the Youma quickly.

    The rules for MG vs. MG are inconsistent because they use a rock, paper, scissors treatment of attributes, whereas it's stressed everywhere else that Magic is equally effective against all things. Combat should be the same as it is against Youma.

    Heart Fallout should be made more quantifiably dangerous. Infatuation could cause that obsessive part of the MG's psyche to split off and stalk the target, generating a Youma with a Resolve of 1d6+1 per point of Overcharge over 6, all subtracted from the MG's current Resolve.
    >> Anonymous 03/27/11(Sun)08:50 No.14381850
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    >>14381783 cont.

    Youma should have an estimable radius for their Nightmare in the Youma Strength table, like 1d6x10 meters for Weak, 2d6x10 for Average, 4d6x10 for Strong? Or maybe something similar to the area table for Magical Bursts. Since it's possible to get up to three Oblivion Seeds, the number granted should be determined by the Youma Strength table as well.

    The Youma should be able to have minions, since there are rules for fighting multiple enemies. The Resolve of minions should be taken out of the Youma's total, and their individual Power Level and Damage should be dictated by Resolve, though another entry would have to added to the Youma table for minions under 8 Resolve.

    The random tables are incomplete. There needs to one for other aspects of character completion, like the Wish, the Magical Power, and the Magical Weapon. Since the Magical Girls would conceivably have Relationships already in place by the time they become MGs and start the game, there should be a table for randomly generating them. Other things like hair color & eye color should probably be included. Age would be especially important in determining appropriate Relationships, whether they're kids, middle school girls, high school students, or even older veterans.

    Since the tsukaima are stressed as an important vehicle for the DM to move the story, he should definitely have his own tables, both for appearance (primarily the kind of animal, coloration, and aberrances) and for his hidden agendas, which should in some way oppose or complement the Wishes the MGs take.

    Overall I think it has a lot of potential. I especially like the idea of using Social Links to gain Resolve. Not bad for the first draft.
    >> MAGICAL GIRLS CAN NEVER DO THEIR HOMEWORK Anonymous 03/27/11(Sun)09:12 No.14381974
    >>14381850
    >Age would be especially important in determining appropriate Relationships, whether they're kids, middle school girls, high school students, or even older veterans.

    Speaking of school, I'd like to see even a tiny table devoted to what the current city area is like overall (financial district, industrial district, shopping district, park, subway, hospital, suburbs). It'd be useful if the GM is going with the Madoka idea of the Barrier/Nightmare being moderately influenced by its physical location.
    >> Anonymous 03/27/11(Sun)09:13 No.14381982
    >only rules for combat
    Well, it's shit.
    >> Anonymous 03/27/11(Sun)10:23 No.14382334
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    If I was running this game, I'd totally base a short campaign off VVVVVV. Its six main platforming areas are the Barriers/Nightmares, the six V-named characters are the Witches/Youma, and the Trinkets are the Grief Seeds/Oblivion Seeds.

    The Ship: Violet
    The Laboratory: Victoria
    The Tower: Vermillion
    The Warp Zone: Verdigris
    The Space Station: Vitellary
    The Polar Dimension: Viridian

    Plus, an opportunity to obtain a bonus Trinket/Grief Seed/Oblivion Seed through the legendary Witch/Youma, "Veni, Vidi, Vici," and its harrowing Barrier/Nightmare, "Doing Things the Hard Way."

    I can just imagine a magical girl making her way up a 60-story corporate building, which transforms into the Barrier/Nightmare of the Tower by the 10th floor. A wall of living spikes begins to ascend from the foundations, and the cylindrical gauntlet teeming with Familiars/Minions must be weathered before the Witch/Youma can be dealt with at the top floor.
    >> Anonymous 03/27/11(Sun)10:26 No.14382354
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    >>14381974
    >Speaking of school, I'd like to see even a tiny table devoted to what the current city area is like overall (financial district, industrial district, shopping district, park, subway, hospital, suburbs). It'd be useful if the GM is going with the Madoka idea of the Barrier/Nightmare being moderately influenced by its physical location.

    Without a magic compass to tell you were they are, you'd have to spend a lot of time on the street. Or you can be all sleuthy check and obituaries of sudden or unexplained deaths in the newspaper, or checking out. suicide clubs online. This is why defining border size is important.

    >>14381982
    >only rules for combat

    Did you read the PDF? There's rules for non-combat challenges, punitive social actions for Overcharge, and relationships.

    The problem is that he doesn't give any reference to how high the difficulty check should be. For the Magical Girl's roll the average of 2d6+(4,6,8), exploding on 6s, is about 14. The minimum roll is 6, while 99.9% of rolls will be below 30. The median 50% will be between 10 and 18.

    >Well, it's shit.

    Yeah, well, you know, that's just, like, your opinion, man.
    >> Anonymous 03/27/11(Sun)11:24 No.14382658
    Where is my Assassin magical girl? I was promised an Assassin magical girl.

    By the way, is there no character stat progression in this game or what? There's no difference between a veteran and a "newbie," as Kyouko likes to put it.
    >> Anonymous 03/27/11(Sun)11:32 No.14382698
    >>14375492
    >Her name is Kagurazaka Umi.

    Isn't Kagurazaka a neighborhood in Tokyo?
    >> Anonymous 03/27/11(Sun)11:50 No.14382806
    >>14382658
    >By the way, is there no character stat progression in this game or what? There's no difference between a veteran and a "newbie," as Kyouko likes to put it.

    Presumably there's no maximum on Resolve, so a smart Meguca can stock up and fight till the cows come home, solo if need be.

    >Isn't Kagurazaka a neighborhood in Tokyo?

    Yes, but according to my dictionary, it can also be a surname.
    >> Walpurgis Night Anonymous 03/27/11(Sun)11:59 No.14382868
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    >>14382806
    >Presumably there's no maximum on Resolve, so a smart Meguca can stock up and fight till the cows come home, solo if need be.

    But then there is this.

    >Magical girls who survive a battle will go back up to 13 Resolve at the start of the next scene, though the memory of the pain they’ve experienced will definitely remain.
    >> Anonymous 03/27/11(Sun)12:02 No.14382885
    >grimdark
    >Magical Girl
    These two things are normally mutually exclusive.
    >> Anonymous 03/27/11(Sun)12:07 No.14382918
    >>14382885
    madoka is tragic not grimdark but yeah.
    >> Anonymous 03/27/11(Sun)12:08 No.14382921
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    >>14382885

    So is 'Gar' and Magical Girls or SCIENCE! and magical girls. Didn't stop it happening.
    >> Anonymous 03/27/11(Sun)12:22 No.14383042
    >>14382885
    Most magical girl shows are pretty dark when you really look at them. They are just not grimderp.
    >> Anonymous 03/27/11(Sun)12:58 No.14383374
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    >>14382868
    >Magical girls who survive a battle will go back up to 13 Resolve at the start of the next scene, though the memory of the pain they’ve experienced will definitely remain.

    That just tells us they regenerate 'up' to 13, so that they're not on death's door for the next fight (and that makes some sense in that you'd be more self-confident after winning a fight). I'm sure that if you fight with 15 resolve and don't take any hits, the intent isn't that you lose your gains just for taking part in a fight, especially if you're not going to get an Oblivion Seed from it.

    It might do better if the game's phases were structured more clearly, dictating how many Relationship, Challenge, and Battle 'scenes' a player has per 'episode', so a player can't attempt to increase Resolve to the exclusion of everything else.
    >> Anonymous 03/27/11(Sun)13:00 No.14383383
    >>14383042
    I'd like to see your argument for how Pretty Cure can remotely be considered "dark"
    >> Anonymous 03/27/11(Sun)13:12 No.14383470
    >>14383383
    I said "most", not "all". Since I don't follow Pretty Cure I can't really say. I vaguely remember Heartcatch Pretty Cure had a magical girl die at the beginning and several children have their souls or personalities ripped out.
    >> Anonymous 03/27/11(Sun)13:14 No.14383484
    >>14383470
    Oh, and that rotoscoped dance in the ED caused SAN-loss.
    >> Anonymous 03/27/11(Sun)13:16 No.14383496
    Bump.
    >> Anonymous 03/27/11(Sun)13:20 No.14383520
    >>14383470
    Pretty Cure was just the first thing that came to mind, but it's a good example. The majority of magical girl shows are only dark if you look at the plot/villain-of-the-week from a certain angle. It's like trying to spin a children's story into looking far more deeper than it really is, or even was intended by the author.
    >> Anonymous 03/27/11(Sun)13:30 No.14383588
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    >>14382921
    >Subaru
    FUCK YES YOU ARE THE BEST MAGICAL GIRL EVER!
    >> Anonymous 03/27/11(Sun)13:50 No.14383707
    >>14383520
    >looking far more deeper than it really is, or even was intended by the author.

    I don't know, take Sailor Moon where the Outer Soldiers are essentially treated like Pariahs so they can handle interstellar threats against the solar system. This isn't "reading into it too much", the author deliberately spells this out. It isn't just mentioned off-hand either, it is constantly present in the relations between the characters.

    Card Captor Sakura was written by CLAMP so there were plenty of grim bits put in there by the authors (and even more derp). IIRC, the Clow Cards were made from stolen souls.

    Then you have series like Uta Kata, Nanoha, and Madoka. I don't think that a "majority" argument can be made against it at this point in time.
    >> Anonymous 03/27/11(Sun)14:55 No.14384261
    I would like to add that I think that making it so that overcharge to be willingly taken should be declared before any rolls are made.

    This would keep PCs from making safe rolls and then continuing to add one more dice until the desired power is reached. This may not sound clear so I'll add an example.

    Lets say that your friend is in trouble and this fight needs to end now, and you're the only one left who can end it quickly. However, at 2d6+6 you won't be able to end it in one turn without taking overcharge. Taking 3 overcharge should guarantee the fight ends provided the average roll is at least a 3 (boss has 20 hp left). You roll 2d6 and receive 3, 4; and decide to add an extra dice which comes out 6, and the follow-up roll is a 2. Adding these up you've done 21 damage and only took two overcharge. However, in a system where you need to declare all overcharge willingly taken before the roll and no extra you would have declared three and with the same numbers would have ended up taking 4 total and causing massive overkill.

    In addition to being used as above, allowing players to continue to add dice at the cost of overcharge will let a player end a fight in one turn regardless of bad dice rolls because he can keep adding dice. While this has serious consequences it's a potential exploit that I very much dislike.
    >> Anonymous 03/27/11(Sun)17:43 No.14385680
    >>14383374
    How do they gain maximum Resolve anyway?

    Relationships only hand out temporary Resolve.
    >> Judgment !7JUDGMeNtA 03/27/11(Sun)18:10 No.14385922
    >>14385680
    There are no advancement or level mechanics (right now) and I'm not sure it needs any.

    >>14381850
    >minions
    I was thinking about this last night.
    Weak minions should have a power level of 1d6 + 3 or 4 or just 3d3, I think. They would deal only 1 damage if they hit. Any damage dealt to them is fatal.
    If they are in the area as the main youma, then the youma could absorb them to replenish resolve on a 1 to 1 basis.
    Stronger minions could just use weaker youma stats.
    >> Anonymous 03/27/11(Sun)18:31 No.14386121
    >>14381448
    Eliminate the 'girl' part of it, it could probably be dropped if your group absolutely hates the idea.

    Rework some of the tables (names/uniform/etc) to work for both genders.

    Pitch it as Eva without giant robots, with the same concept of children/teenagers being forced to fight unspeakable horrors without adequate emotional support.
    >> Anonymous 03/27/11(Sun)18:38 No.14386174
    >>14386121
    >Eliminate the 'girl' part of it
    Yeah that would make everything way better.
    >> Anonymous 03/27/11(Sun)18:46 No.14386252
    >>14386174
    Tell me about it, so many idea ruined by the fact they're catering to pedophiles.
    >> Pope Benedict XVI 03/27/11(Sun)19:27 No.14386676
    >>14386252
    The Catholic church thanks you for your belief that pedophilia does not apply to young boys.
    >> Anonymous 03/27/11(Sun)20:52 No.14387535
    So, what happened with Ezia Auditore?
    >> Anonymous 03/27/11(Sun)21:00 No.14387622
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    >>14385680
    >How do they gain maximum Resolve anyway?

    If it goes below 13, it's replenished back at the end of battle, so I guess that's your maximum. You can lose Resolve outside of battle through Fallout. No rules are provided for dealing with incapacitated Magical Girls who have 0 Resolve outside of battle, as they wouldn't have a way to regain their Resolve.

    Instead of incapacitating Magical Girls, 0 Resolve should more specifically mean they lose their ability to manifest their Magical Costume (which means they lose their powers), and won't be able to again until their Resolve is one or higher. Since they would die immediately in combat, the only way to get any Resolve back is would be through Relationships, or if Oblivion Seeds could be used to restore Resolve, as suggested earlier.

    Some kind of mechanic allowing a Magical Girl to escape from a combat scene needs to be developed anyway, maybe requiring assistance at 0 Resolve. Being attacked at 0 Resolve means you're dead, but then its says turn order is arbitrary, so another character would need to oppose the challenge role in your place. That way you can get one of those climatic 'Get Away From Her You BITCH' Overcharge moments. Failure on the roll would mean death for the downed MG rather than just damage for the person rolling.
    >> Anonymous 03/27/11(Sun)21:19 No.14387857
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    >>14385922
    >Weak minions should have a power level of 1d6 + 3 or 4 or just 3d3, I think. They would deal only 1 damage if they hit. Any damage dealt to them is fatal.

    If there's multiple minions, you'd want to take advantage of the multiple attack option, which penalizes you for -2 damage for each target beyond the first. But since that can't go under zero, it's still autokill if it hits, making fight againsts large numbers of minions almost trivial. One snafu is including Elemental Resistance of the major Youma into its minions, which can reduce damage to zero. Either the Elemental Resistance should be errated to a minimum of one damage, making the main Yoma with this special attribute slightly less challenging, or errata multiattack damage to a minimum of zero, making fights against swarms of minions more difficult and also give cause for burning through Overcharge (which each give a static +2 damage) like its going out of style when to cleave through hordes. I'm not sure if that's a good OR a bad thing.

    Yeah, and the amount of intentional Overcharge should definitely be decided on before the attack challenge.
    >> Judgment !7JUDGMeNtA 03/27/11(Sun)21:34 No.14388032
    rolled 6, 5, 1, 1, 4, 6, 2, 2, 2, 4 = 33

    >>14387857
    Well, let's try something.
    The first two d6 are a Magical Girl's attack roll, the next five are the minion's rolls, extra dice are for possible overcharge.
    >> Judgment !7JUDGMeNtA 03/27/11(Sun)22:04 No.14388381
    rolled 3, 5, 4, 3, 3, 2, 4, 2, 2, 1 = 29

    >>14388032
    Ok, she got a good roll here, but lets look at things anyway.
    Attacking 5 enemies at once is a -8, so using her "best" stat puts it straight to her roll which is 6+5+2=13 (one overcharge).
    Now, I just realized the first draft doesn't actually say how to resolve this, but I assume you'd compare each minion result with the PC's result. An option for min>>14387857
    ions would be totaling their result and comparing it to the PC's. (with or without the -2's depends on how punishing you want it to be).
    With a good roll or taking an overcharge die beforehand, she's pretty safe.

    But what if she had rolled lower, just for argument's sake?
    Let's say she rolled 5+2=7. Using a minion power level of 1d6+3 we have opposing her:
    1+3=4, 1+3=4, 4+3=7, 6+3=9, & 2+3=5
    So, there'd be one minion remaining and one damage dealt to the PC.

    Now, what use are these minions that can be safely destroyed by the handful to both GM's and youma? Cannon fodder, plain and simple. Perhaps for each IRL minute or "attack round" spent dealing with the minions, the youma gets a (temporary) boost to power level and/or resolve as it knows something's coming for it and prepares. Maybe someone important is being corrupted/consumed but there's a crap ton of minions in the way, forcing the PC's to take more of a risk than they usually would to get there faster.
    I can also see them as a nice combat warm-up. (Everybody remember how to fight? No? Well here's some mooks to remember with.)

    >>14387857
    as for the resistance thing, just don't have it on the weak minions unless you want to force the PC's to use Magic or the stronger element.
    >> Anonymous 03/27/11(Sun)22:57 No.14388933
    >>14388381
    Fucking with the mook setup sometimes could also be a good way to throw off your players in some fights.

    "Hey, remember those one hit weaklings you all laugh about so much? Yea, they now explode and set off chain reactions, dealing massive area damage."
    >> Anonymous 03/27/11(Sun)23:51 No.14389460
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    >>14388381
    >So, there'd be one minion remaining and one damage dealt to the PC.

    But if she has, say, Fury as her +8 and these are minions of a Combat-type Youma, they'd get a +2 on the challenge. 1+3+2=6, 1+3+2=6, 4+3+2=9, 6+3+2=11, & 2+3+2=7 versus her 7, she takes 2 damage and only kills 2. If she were Heart+8 and used that however, she would take no damage and kill 4 of them. If it were a Mystic type Youma, or if she used Magic as her +8, then it would go as you mentioned.

    So it's important the MGs determine the weakness of the horde (and by extension the main Youma) so that a person who attempts to mow through them at once has an advantage. Otherwise, they can be setting themselves up for an excessive amount of reprisal damage.

    That weakness & strength can be determined by a Magical Girl after engaging should be mentioned. (The Tsukaima can yell something like 'It's super effective!') This way an intelligent party would play defensive the first round by attacking only one enemy each, then coordinates the multi-attack next turn with the MG best suited for it. Of course this wouldn't always work, such as against a Youma with the 'Variable Type' special ability, by design.

    >>14388933
    >"Hey, remember those one hit weaklings you all laugh about so much? Yea, they now explode and set off chain reactions, dealing massive area damage."

    That's a good idea for a Youma special ability. Maybe use the same rules as for the Magical Burst, where the equivalent of the Overcharge would be the amount of Resolve invested in the minions?

    As another possible special ability I'd like to see for Youma to pad out the short list provided: Overcharge on natural 6s. It improves the distribution, which can be mitigated by having it cost the Youma one Resolve per point of Overcharge instead of applying Fallout.
    >> Anonymous 03/28/11(Mon)00:33 No.14389760
    >>14377505
    How would the emotion elements like rage work, anyways?
    >> Anonymous 03/28/11(Mon)02:13 No.14390563
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    >>14389760
    It'd probably work for some psychic-themed magical girl.

    You almost never see any psychic magical girls in anime, because it's just not very interesting to see (or not see) invisible brainwaves replace flashy moves and magical swordplay, but it might be more viable in a tabletop RPG where it can be described with words instead of visually.
    >> Anonymous 03/28/11(Mon)05:47 No.14392163
    >>14390563
    There are psychic youma in this game, so presumably psychic magical girls aren't out of the question.
    >> Filename Anonymous 03/28/11(Mon)12:27 No.14394566
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    I'm kind of disappointed by how there's no variation whatsoever between attacks in this game.

    Signature moves ("TIRO FINALE!") are a trademark of the magical girl genre, and these just aren't present in Magical Burst.
    >> Anonymous 03/28/11(Mon)14:47 No.14395722
    >>14394566
    you ever heard of imagination?

    USE IT
    >> Anonymous 03/28/11(Mon)14:56 No.14395797
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    >>14395722
    I'm not sure if my imagination can console me over Generic Rifle Shot #497 being functionally the same as Tiro Finale.
    >> Anonymous 03/28/11(Mon)16:29 No.14396620
    >>14395797
    Gonna have to agree with this, a system for special attacks needs to be implemented.
    >> Anonymous 03/28/11(Mon)17:08 No.14396939
    >>14396620


    Shouldn't be too hard?
    How about each signature attack has to be built up based on the amount of damage being dealt throughout the fight and can be triggered at any point after the build up requirements are met? Maybe it acts as a damage multiplier...
    >> Anonymous 03/28/11(Mon)17:09 No.14396953
    >>14395797
    When you roll low, it's a generic attack, and when you roll high and Overcharge (or intentionally Overcharge), it's a special attack?

    Painfully half-assed, but it's a workable solution.
    >> Anonymous 03/28/11(Mon)17:33 No.14397210
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    >>14394566
    >Signature moves ("TIRO FINALE!") are a trademark of the magical girl genre, and these just aren't present in Magical Burst.

    Well there already is, mechanically. When you invoke an Overcharge attack you add +nd6 to your attack roll and +n*2 to your damage roll, where n is any arbitrary value, though you take proportional Fallout for it later.

    However, for every d6 you add, that's another 1-in-6 chance to involuntarily Overcharge further, making massive overkill. So, like Meduka, you can one-shot Walmart Night, but you might take enough Fallout from it to go insane or blow up the world. On the other hand, if you don't contribute enough dice to your Overcharge, the reprisal from the Youma might kill you, just like with Mami's unfortunate 'Tiro Finale'.

    There should definitely be an optional d66 table of 'incantations' to a name your Magical Girl's Overcharge attacks (e.g. on the first d6 you rolled for 'Divine', on the second you rolled for ''Buster').
    >> Anonymous 03/28/11(Mon)19:43 No.14398356
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    Just use FATE, goddamit.
    >> Anonymous 03/28/11(Mon)20:17 No.14398703
    Bump for interest.
    >> Anonymous 03/28/11(Mon)20:17 No.14398706
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    >Technicolor Yawn
    >You periodically feel sick to your stomach and throw up a strange rainbow-colored substance. Sometimes it forms into cute little creatures that scurry off to never be seen again.
    >> Anonymous 03/28/11(Mon)21:56 No.14399959
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    >Madoka
    >RPG

    I'll just leave this here.

    http://archive.easymodo.net/tg/thread/14310642
    http://suptg.thisisnotatrueending.com/archive/14310642
    >> Anonymous 03/28/11(Mon)22:28 No.14400316
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    Urge to write Delta Green/Magical Burst crossover.... RISING...
    >> Anonymous 03/28/11(Mon)23:42 No.14401099
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    What's stopping a Meguca from Over-Over-Over-Over-Overcharging her Heart or Fury stat, letting her 30-something Overcharge points be Fallouted into an Infatuation or a Rampage?

    It doesn't look like there's a way to escalate Infatuation or Rampage, unlike Magical Burst.
    >> Anonymous 03/29/11(Tue)00:55 No.14401800
    >>14401099
    Have the fallouts start expressing the negative extremes of the linked emotion?
    Heart is happiness and love, right? Love's negative (obsession) is covered, so what about happiness?

    Depression. Overcharge eventually results in extreme depression (caused by over-reliance on the feelings of others, low self-esteem) and could lead to suicide.

    Not sure what Fury's extremes could be beyond what's listed, but if we expand on the ideas in Heart, it could be split into positives and negatives.

    Positive: Justice and Courage?
    >> Anonymous 03/29/11(Tue)01:08 No.14401916
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    >>14401800
    >Positive: Justice and Courage?

    Possibly a crisis of faith, morals, and worldview. Fury covers violence and fighting in general, and having your perspective on what you're fighting for greatly shaken up can drive you even crazier than you would be in a Rampage.

    See: Mami (third timeline), Sayaka (present timeline).

    http://danbooru.donmai.us/post/show/860064
    >Artist said:
    >信念のかけら
    >自分の信念が覆されたことは一番痛いだと思います。
    >"Shards of Faith"
    >"I think it hurts more than anything else to have your own faith shattered."

    The paladin must always fall...
    >> Anonymous 03/29/11(Tue)02:31 No.14402665
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    >>14401099
    >What's stopping a Meguca from Over-Over-Over-Over-Overcharging her Heart or Fury stat, letting her 30-something Overcharge points be Fallouted into an Infatuation or a Rampage?

    You might question whether a Magical Girl would be supposed to survive that kind of encounter, but looking at the inspiration for the system, it's not so far-fetched, and things should at least be internally consistent.

    >It doesn't look like there's a way to escalate Infatuation or Rampage, unlike Magical Burst.

    As written, there isn't yet.

    Infatuation itself is broken. The effect of the penalty is that you presumably won't be able to accrue any extra Resolve before the next combat 'scene', but you don't need Resolve anymore (or at least, Resolve greater than 1) if you can endlessly tack on Heart Overdrive. Really, the entire Heart Fallout section reads like it was intended less with balance in mind, and more as a mechanism to get Meguca to fall in love with each other.

    A replacement mechanic was mentioned here >>14381783 that would scale, but it should probably be called something other than 'Infatuation', like 'Split Persona' or 'Alter Ego'. Depression as mentioned by >>14401800 could work out to be some kind of some kind of Resolve drain, worse than a Breakdown. -2 Resolve per point of Overcharge to keep it competitive with Magical Burst, which does -2 Resolve to everyone, but allows a save. (For many reasons already mentioned the save on the Magical Burst should be made easier.) Resolve lower than 0 here might mean actual suicide.

    Rampage can be changed from lasting for a 'scene' and instead cause the Fallout to take effect immediately and last for a number of a combat challenges (rounds) equal to the Fury Overcharge. With a high enough Overcharge, it will end with the MG incapacitated by her allies, or everyone else dead.
    >> Anonymous 03/29/11(Tue)02:40 No.14402723
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    >>14402665
    >Really, the entire Heart Fallout section reads like it was intended less with balance in mind, and more as a mechanism to get Meguca to fall in love with each other.

    I know, right?

    Abruptly injecting lesbian schoolgirl hijinks into a dark game is retardedly moodbreaking. Even in Meduka Meguca, it was subtle and by no means in the spotlight.
    >> Judgment !7JUDGMeNtA 03/29/11(Tue)02:45 No.14402752
         File1301381111.jpg-(162 KB, 622x2800, 999e9f8d2e72223b95d806a5a2600e(...).jpg)
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    >>14401099
    Magic fallout destroys or corrupts the physical world.
    Heart and Fury fallout need to do the same to the PC's personal world. As the amount of overcharge increases, the damage needs to increase as well. The question is how.

    Heart - Infatuation (6+ Overcharge)
    This can be escalated by WHO she becomes attached to. What if she falls for the most well-known gay guy at school? The head cheerleader? A teacher? A relative? Just because some people might be tolerant of such pairings doesn't mean she won't be despised by enough people to shatter her ego. Then there's the reaction of the person she fell for.
    You could also make the infatuation last longer than an episode, turning the MG into a real stalker.

    Fury - Rampage (6+ Overcharge)
    Here you (as the GM) can force major damage by dictating where her next scene is. You can also force her to focus that rampage on one (type) of subject. At school she might lose it and focus on breaking every single window, going far enough to hurt anyone trying to stop her. Or you could do something REALLY mean:
    "Your parents head out to 'take care of some things' leaving you alone to care for your younger brother. And, oh my, that's a LOT of Fury overcharge you've got there..."

    >This game will not have a happy ending
    >> Anonymous 03/29/11(Tue)02:52 No.14402808
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    >>14402752
    I like the other Madokafag's suggestions better.

    Tell Ewen to read this thread for possible mechanical revisions:

    >>14376194
    >>14376247
    >>14381783
    >>14381850
    >>14381974
    >>14382354
    >>14383374
    >>14384261
    >>14387622
    >>14387857
    >>14389460
    >>14397210
    >>14402665
    >> Judgment !7JUDGMeNtA 03/29/11(Tue)02:57 No.14402841
    >>14402808
    Eh, they're just options.
    I'll let him know the thread's still around.
    >> Anonymous 03/29/11(Tue)03:35 No.14403035
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    >>14402752
    >"Your parents head out to 'take care of some things' leaving you alone to care for your younger brother. And, oh my, that's a LOT of Fury overcharge you've got there..."

    This is something that tells me that, yes, this really does work out better as a solo game. Having three or four of these "solo MEGUCA OVERCHARGEFALLDRIVE" scenes in a row in between witch hunts can be tiresome.

    If the next version is going to have rules for cooperating to take down enemies in battle, maybe there could be rules for helping one another overcome Overcharge? You know, group therapies and interventions.
    >> Anonymous 03/29/11(Tue)03:38 No.14403050
    >>14403035
    There have been at least two psychotic breaks in various Madoka timelines....this isn't so far fetched!
    >> Judgment !7JUDGMeNtA 03/29/11(Tue)03:46 No.14403094
    >>14403035
    Well, yes. As the pdf states
    >One person to be the Game Master and some others (preferably a small number like 2 or 3, though you can have more if you really want) to be players.

    I guess I should just work with the two guys that said they'd play to test it out, any more might be too chaotic for a first test.
    >> Anonymous 03/29/11(Tue)03:50 No.14403109
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    >>14403050
    However, I can recall only one mental/emotional breakdown from one of the girls that didn't have any of the other girls present, and that was Sayaka on the train listening to the two /tg/-style misogynists who were flaunting their opinions on how Strength penalties should be applied to humans possessing of two copies of the X chromosome.

    Sayaka's "Madoka, I can't confess to him because I'm a ZOMBIE! ;_;" and Mami's "If Soul Gems give birth to witches, then we must all die, both you, and I! ;_;" were both in the presence of the other girls.
    >> Anonymous 03/29/11(Tue)05:52 No.14403828
         File1301392322.jpg-(251 KB, 1000x945, -4_STR Magical Girl.jpg)
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    >>14403035
    >This is something that tells me that, yes, this really does work out better as a solo game. Having three or four of these "solo MEGUCA OVERCHARGEFALLDRIVE" scenes in a row in between witch hunts can be tiresome.

    It's a valid criticism. It's partly why the scaling penalties should be crunchy in nature to discourage abuse and why time segments should be clearly defined. I mean, these are srs bzns magical girls who shouldn't have the time to sit around eating cake all day.

    >>14403035
    >listening to the two /tg/-style misogynists who were flaunting their opinions on how Strength penalties should be applied to humans possessing of two copies of the X chromosome.

    Pic related.

    >Sayaka's "Madoka, I can't confess to him because I'm a ZOMBIE! ;_;" and Mami's "If Soul Gems give birth to witches, then we must all die, both you, and I! ;_;" were both in the presence of the other girls.

    It's hard to say anything relevant because the Relationship & NPC generation part of the draft is absent, but ideally most of the NPCs should be held in common between the girls, even if the specific manner of relation isn't, and that Relationships should be built between Magical girls too, so as to minimize the amount of time each player spends outside of the 'party'. The whole point is that something gives the Magical Girls' the Resolve needed to fight Youma.
    >> Anonymous 03/29/11(Tue)08:05 No.14404452
         File1301400356.png-(735 KB, 925x594, relationships.png)
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    >>14403828
    >I mean, these are srs bzns magical girls who shouldn't have the time to sit around eating cake all day.

    I've always told myself that a good night's sleep for a magical girl is only four hours long because of their enhanced biological processes. It's the only way they'll have time to do their homework!

    >It's hard to say anything relevant because the Relationship & NPC generation part of the draft is absent, but ideally most of the NPCs should be held in common between the girls, even if the specific manner of relation isn't, and that Relationships should be built between Magical girls too, so as to minimize the amount of time each player spends outside of the 'party'. The whole point is that something gives the Magical Girls' the Resolve needed to fight Youma.

    The player characters already receive free Relationships with the other player characters. I'd have to suggest one or two pages be devoted to a sample relationship web diagram, one for two PCs and another for three PCs, that a group can use to hammer out the relationships between characters.

    You know the kind of diagram I'm referring to. Something like pic related, but more tailored for the relationships of this game, more focus on the relationships between the PCs, and Heart/Fury/Magic.



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