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Witch Girls Adventure Rule book $24.99 $23.29
Average Rating:4.3 / 5
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Witch Girls Adventure Rule book
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Witch Girls Adventure Rule book
Publisher: Relentless Fiction
by Bob V. G. [Verified Purchaser]
Date Added: 04/27/2023 14:47:52

Witch Girl Adventures Rule Book (194 pages, on sale at DriveThruRPG) was designed for a magic school girl setting, or a Harry Potter setting. I used this as my RPG with a D & D setting. I did change some of the rules so that I could simplify the character sheets. I used the first adventure in the product Wyvern Songs (also at DriveThruRPG, 110 pages). To solo this, I used The Trials of a Young Wizard (48 pages, same place) with a yes/no/maybe oracle. I created four PCs, a male fighter, and a black cat for Ann the necromancer. This cat can look into your soul and know your deepest, darkest secret. He is hoping to learn how to speak so that he can blackmail his victims.

The adventure started when the mayor of Nanlet paid the PCs to investigate the problem at the lighthouse. Once inside they went up and then down. The first trap that they encountered gave the fighter a severe neck wound. As he was dying, Ann told him her plans for making him into a zombie (she is still first level though, so that is a problem). The first monster they encountered was a giant fire beetle. Kyla used her alteration magic to make it smaller. Anya, the mentalist, used her frying pan to smash the bug. They did have a problem with the insect swarm and the Skitterlord. They used oil to start a fire. It did kill the two pests, but it also destroyed the lighthouse (Oops!).

The PCs tried to disappear into the sunset, but they were intercepted by four older witches. “We know what you did. You did not complete the job. Four thieves escaped. Use this magical device to find them and then kill them.” The black cat looked into the eyes of the witches and was terrified. “The cost for destroying the lighthouse is this cat.” The ugliest witch scooped up the cat and put it in a bag. The PCs continued their journey and did survive the covered pit trap. Later they set up camp and slept for 90 minutes. They were attacked by five kobolds, my dice kicked me in the butt, and the PCs were captured by the kobolds (how embarrassing). Everyone then slept and in the morning the PCs were in charge of fixing breakfast. Anya did cook it, the PCs pretended to eat it, and the kobolds suffered from food poisoning. The PCs took the kobolds’ weapons, tied them up, and left them behind.

At dusk, the PCs watched as the thieves climbed up some ivy vines into the second story of a mansion. There was a party going on the ground floor. The PCs climbed up and the fight started. Three of the PCs went down, and Ann was captured. They were tied up and left up there on the second floor. A ginger cat came in wearing a necklace labeled, “Princess”. It watched them, waiting for them to give pets and compliments. Ann looked into its eyes and Ginger became Ann’s new pet. Ginger used its sharp claws and freed the PCs. They exited the mansion and spent the night in a farmer’s barn. They gave up on the idea of killing the thieves. At one time they had 542 gold pieces, but the thieves took all of their gold.

Give this a try!



Rating:
[4 of 5 Stars!]
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Witch Girls Adventure Rule book
Publisher: Relentless Fiction
by Michael T. [Verified Purchaser]
Date Added: 04/16/2019 11:46:23

Terrific set of rules but the inability to search greatly limits the usefulness of the PDF.



Rating:
[4 of 5 Stars!]
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Witch Girls Adventure Rule book
Publisher: Relentless Fiction
by keith b. [Verified Purchaser]
Date Added: 05/18/2015 01:29:15

Upon purchasing a product I immediately start looking at how many genres the system can mimic easily and how many it can with a little work. The game system and information provided can handle many genres easily with no effort on the GMs part. So if you don't want to be a teen age witch you can easily be a male teen with magical powers or a witch hunter, shapeshifter, vampire, God of past pantheons, etc. with the information provided by means of dozens of samples of npcs and creatures and animals you can be almost anything you want with in the world provided. If you want to be a super hero or government agent with psionic powers you can with very little effort. I immediately started to think of past cartoons that could be mimicked such as 1980's He-man, thunder cats, up to current thunder cats, dragonball z, and many others that can be done. the only genre not possible without a lot more effort is Mecha but as the greatest part of the game is the magic system you probably do not want to emulate that as there are many other systems that do a wonderful job with Mecha. If given a choice of books buy this one over the more recent Respelled as it is a cheaply made copy with only a few of the supplement material added but has a lot of the other info removed. This book and the game system is easy, versatile and perfect for beginners but also has world information and social rules for those wanting more than a combat simply game however if that is what you want it can also provide that.



Rating:
[5 of 5 Stars!]
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Witch Girls Adventure Rule book
Publisher: Relentless Fiction
by Graham C. [Verified Purchaser]
Date Added: 12/30/2010 11:28:59

A nice, cute indie RPG for those of us who are tired with all the gloom, doom, and corporate chicanery of more conventional settings, but also don't want something overly saccharine. This looks like a wonderful introductory title for a young gamer, better than the blue book D&D that I got from a used book store and enjoyed to nigh-destruction when I was a pre-teen.

The art has a cartoony feel, which isn't bad for a game like this. It gives a feeling of Kim Possble and Winx Club, which is pretty appropriate for the target audience.

This book does have a few down sides, however. The most noticeable is the author's over-dependence on autocomplete and spell check while writing, which leads to such gems as a 1950s-style broom with "lots of crime accessories" instead of "chrome accessories."

There's also something about the layout that bugs me, but I can't quite put my finger on it.



Rating:
[4 of 5 Stars!]
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Witch Girls Adventure Rule book
Publisher: Relentless Fiction
by Timothy B. [Verified Purchaser]
Date Added: 09/30/2009 15:53:47

Witch Girls Adventures is a new "Drama Diaries" game, using the "Drama Dice" system from Malcolm Harris. It is aimed at new players predominantly and girls in particular. Now despite be WAY out of the target demographic for this I was pre-inclined to like this game. I do, but I am not cutting it any slack here. In fact I might be a little TOO critical in places because my expectations are high. How high? Well I bought the book online and while waiting for it to be shipped I got impatient and ordered the PDF as well. So I can review this book from the point of view of both the physical book and the digital file and the "Nice" and "Wicked" versions.

The book begins with 10 pages of the Witch Girls Adventures comic, which one you get depends on whether or not you have the regular edition or the "Wicked" edition. This, plus the cover art, is all the differences between the two. The PDF download on DriverThru or RPGNow is the normal "Nice" edition.

It goes on to your typical introduction into what is a roleplaying game and is written for a young or teen girl audience ("just tell the geek (trust me; they are used to being called geeks) behind counter you need... ") cute. But too much of this would ruin the presentation of the game for me. Thankfully this is the only time, but it does establish one thing right away; this game is going for a different audience. The intro stuff continues with some terms both for the game and for RPGs.

It makes an odd left turn to give us optional rules (we haven't had any rules yet for these to be optional to) about how to run a "Harry Potter" like game with this. Eh. Nice, but this should have come last, not first.

Chapter 2 gives us "Cliques" . So perfect. In another game these would be "Factions" or "Classes" or even "Traditions" or "Associations" or "Backgrounds", but given the Middle-school/High-school this is great. Cliques basically give your starting dice and what skills you are likely to have. The system is very easy. The dice system (The Drama Dice system as it is called) quickly reminds one of Cortex or Savage Worlds. Attributes are scored d2 to d12 for most types. The spread even looks the same as Cortex and Savage Worlds. Not surprisingly, afterall it is a logical progression. You have six attributes Body (which combines Strength, Agility and stamina), Mind (intelligence), Senses, Will, Social and Magic. Right away you see there is only one body type attribute but four mental ones. This is the way it should be really, WGA is not about beating people up, it is about the social aspects of the game and about magic, our last attribute. There are some secondary attributes that are derived. Rolls are made depending on the dice vs a difficulty table very similar to d20 or Unisystems' success levels. Cliques are detailed and they are your basic magical girl stereotypes (the Goth, the insider, the outsider…) . Plenty here to work with and if you are so inclined create your own (which is what the "Harry Potter" bit tries to do).

Chapter 3 moves onto skills. Each chapter has some fiction to introduce you to the Witch Girls world. It seems to be a cross between Charmed, Sabrina the Teenage Witch, Buffy and the Craft mixed in with anime magical girls. Skills. Unlike Cortex or Savage Worlds, skills are given a score like Unisystem or d20. Roll the die associated with the attribute (each skill is connected to an attribute like d20) add the bonus the skill provides, check your success, or roll greater. There are 34 mundane skills and 10 magical skills. A little too much in my book, but I am willing to see how it works out here.

Chapter 4 Traits details traits, which are like Edges or Qualities. They are broken up into Talents (which you can get later in life) and Heritages (which are inborn and never change). Heritages have both a positive and negative aspect to them. Typical ones are there like "Beautiful" and others which have to be unique to this game like "Drama Queen".

Chapters 2, 3 and 4 are all well detailed and very straight forward.

Chapter 5 is Magic. Really this is what we came here for. There is a lot more here on what magic is and what it means to a witch. There are different types of magic (necromancy, mentalism, cybermancy…) which you can spend points on to improve your rank. This can provide a lot of variance between witches. Think of it as somewhere between Harry Potter's classes and Mage's spheres. As GM (a Director in WGA) I might limit some of these to NPCs (Guest Stars) and not to PCs (Stars). Spell casting is broken down into a lot of detail. More than maybe the seasoned gamer needs, but given the audience it might be about right. Effects are broken out into Magic Type Rank (MTR) and the overall feel is like a table you might see in Mage or Mutants & Masterminds with what MTR (read as Power level) you need to achieve a certain effect. Want to cast that spell across the world? Better have an MTR of 9.

There are rules for Signature Spells, which take less Zap (read: Mana, Essence), choose only one and from the "School" with your highest MTR (which makes sense really). I like the idea of the signature spell and might try it in my other games too. This is all followed by 20 pages of spells and these by no means seem to be all of them. Since your cast member (Star, remember) isn't going to be buying swords, guns or anything else that characters spend money or points on then this is a good thing.

Chapter 6. Your Star gets an allowance allowing her to buy things like magical computers, flying Vespas, and more brooms than found in Home Depot. There are familiars, clothes, wings and all sorts of magical equipment here as well. You could build an adventure on just shopping for these things cause I am sure getting them is not as easy as going to the mall. Lots of neat wands and I have to say the books for young witches are pretty funny ("Samantha's Guide to Merry Mortals" yeah that made me laugh). And a bunch of mundane stuff like DVD players and skateboards. The allowance system is nice, I like it better than the Modern d20 purchase DCs and easier than keeping track of cash.

Chapter 7 is some odds and ends. A character questionnaire (nice) and a filled out character sheet (also nice). Good detail on what things mean and if you are new to games a certain boon.

Chapter 8 is for Directors, so all the rules of the game. The system, some combat rules (yes this is the FIRST game I have seen where the rules for shopping are longer than the rules for combat. ;) ) Some nice background fluff and some ideas for different types of stories, basically you can do Buffy, Good vs. Evil, Charmed, and Magic School. The experience system is "interesting" (Voodollars), but it looks like it works.

Chapter 9 is the world background. Now this one is kind of neat. I details the various races (witches are a different race) and they are not alone. Some history, some magical places (Santa's Workshop, No joke and it looks cool!) The ruling council of Witches (I am yoinking this for my Unisystem games), Spelling Bees, groups and other schools. Even how the mundane world reacts to all of this.

Chapter 10 presents some creatures. But if the art is any indication most of these are not for combat purposes, but potential dates (well there is only one witch kissing a vampire…) Nearly every kind of creature is covered from fairies to Cthulhu like horrors. But no demons. Seems a bit odd, given it all. Some NPCs (Guest Stars) of note.

Chapter 11 details the Willow Mistt School. Lands, buildings, faculty, everything you would expect to find is here. Willow Mistt is not Hogwarts, but it is easy to make the comparisons. I actually found it closer to Claremont Academy from Mutants & Masterminds.

We close with a sample Episode, some plot ideas, a lexicon, and a list of Witch names (see how many you recognize!), and very important, a sample class schedule.

The Good: Harris obviously has a love for this genre and it shows. The rules are well crafted and while there is nothing earth shaking here, they are familiar mechanics done up in a very nice way. The point of view of the work is nice. This is anti-Grim-Dark. It's not all unicorns, princesses and kittens (though it does have all that), it's a fun game. The art is not D&D 4e, but it is good and more to the point very appropriate for this game.

For new players this is a great little game. More experienced players may want more, but that is not due to the game itself, but rather expectations. Do not expect this to be "WitchCraft: The Junior High Years" (though you can do that).

The Bad: I know Harris is basically a one man operation so I am willing to cut him some slack here. But there are a number of typos that should be fixed and some terms that might have either been mistakes or from earlier versions (the Magic attribute is called "Zap" in one spot.) I am willing to overlook those IF they are corrected in say, 2nd Edition.

There are some issues in my printed version with some of the pages being so dark thee art is hard to see (ex: one of the teachers is so dark her face is obscured) this is not the case of the PDF.

Lastly I would have done the skills a different way myself, but I am not willing to second guess the design until I have plated it a few more times.

The Ugly? (not really) A book like this REALLY should have full color art inside, but costs may have prevented that.

The optional rules should have come in an appendix. So. Who is Witch Girls Adventures for? Well , that sort of depends but here is what I see.

New players and Game Master get a lot with this book. I see them having a great time. People that enjoy the more social aspects of a game (and of gaming) rather than a bunch of combats. Anyone that is a fan of Magical Girl Anime, Witches or even high school based games. Anyone that has ever wished for a Harry Potter RPG. Anyone that looks at the setting and resists the urge to make it "darker". WGA is not about being dark. You can be evil sure, and as a witch the entire world is after you, but the setting does not need the WoD feel at all. AND Anyone playing Cortex or Savage Worlds that craves a more granular, customizable magic system. This is a big one really. For a list price of under 20 bucks, use this book's magic system in place of the system you have now. Make "Magic" an Edge (SW) or a Trait (Cortex) and then buy spells like skills. You don't have to convert much and it will work fine. Plus it is much better than the built in magic system in the Cortex Core book (Sorry Jaime!) and an improvement over the Savage Worlds core.

Last Words This is a fun game. Take it as it is, not as you want it to be, and you will have fun too. If you are an old pro, use this game to introduce younger people to the hobby. I hope that Malcolm Harris is successful and ends up getting a lot of new people, boys and girls, to our hobby.

Style: 5/5 (this game oozes style) Substance: 4/5 (I wanted more, but was happy still)

Witch Girls Adventures http://www.witchgirlsadventures.com/

180 pages, Comic, character sheet and a page of ads. (190 pages total)

Print and PDF reviewed.



Rating:
[5 of 5 Stars!]
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