Showing posts with label The Magus. Show all posts
Showing posts with label The Magus. Show all posts

Wednesday, November 29, 2023

The Magus is a crunchy journaling game

Last year, I learned seven different journaling RPGs to observe NaNoWriMo. This year, I learned two and one of them was really research for the other one. Part of that was because work was insane but also part of this change was I played The Magus by momatoes.

The Magus is a long form soliatire journaling  RPG where you discover and describe the rise and fall of a powerful wizard.  It has more crunch than any other journaling game I’ve played. And the emotional content is heavy. Words like Byronesque and Gothic come to mind in a non-ironic way.

And, when I say that Magus is crunchy, I mean in comparison to other journaling games. It’s a rule light system by RPG standards. You stat out your wizard but they are very narrative driven stats. 

The Magus is played out as a series of scenes which comes in two and a half flavors. The primary types of scenes are Bonds and Spells with Reflections working as pauses for you to assess where the story is at.

The balance of the game is between your relationships with other people and your quest for power. Around half of the game is spent developing bonds with other people and sometimes you need to burn those bonds in an ugly way to gain power.

Like other journaling games I’ve played, the Magus is driven by prompts. And you can write as much as you want with any given prompt. With that being said, I felt that each scene in the Magus was started off big and was easily able to be its own session. 

And having a crunchier, more mechanical structure meant that the consequences felt more reinforced and stronger. Failure, and the game is weighted towards failure, resonates for the rest of the game.

The game hits some heavy notes. Solitude. Betrayal. Sacrifice. Loss. And magic in the game reflects that. While you will define exactly how magic works, it isn’t magic missiles or rabbits out of hats. Spells are big, disturbing phenomena and can cause game-ending global catastrophes if you fail badly enough.

The game ends when you have completed seven scenes, decided that the cost is too great and retire or destroy the world.

For my play through, which ended up spanning most of November, I stuck to the procedural tables. The rules allow you to come up with your own ideas but I wanted to try the basic settings.

I decided to retire after four scenes and one reflection. I ended up focusing on the bonds and it became clear that preserving those was a bigger priority for my wizard than gaining more power. When I play it again, I will probably chase Byronic tragedy more. 

The Magus is a very solid work. It gives you a very strong theme ans structure while also giving you a lot of room for your own creativity. I was worried the crunchier mechanics would be restrictive. Instead, they increased the stakes without getting in the way.

I  impressed and happy with what the Magus does. It pushes beyond the idea of ‘just write something’ while preserving the writing.

Monday, November 6, 2023

Looking at a couple tiny RPGs

I have been looking at the Magus by momatoes as a journaling game for November and I decided to look at what else they had written. The first couple games I looked at were Mint & Minotaur and Rock Paper Scissors Duet.

Mint & Minotaur is a universal system. More than that, it’s really a FUDGE variant that uses a coin flip instead of dice. Which should mechanically work just fine but doesn’t inspire me. 

That’s the thing about universal systems. They tell you how to resolve a conflict but they don’t give you a world to play in, an inspiration to create a story with. No one fell in love with GIURPS because it was a universal system. They fall in love with it because of its vast library of setting books.

At the same time, Mint & Minotaur has some whimsical touches that make me go hmmmmm. One aspect of a character is their fondest memory. Too manu successs will have negative side effects. There’s a very narrative driven leveling system.

If you want an RPG you can fit in your pocket, I’m still going with the first edition of Name of God, which consists of four cards and no other components and is dropping with theme and narrative concept. But I can see Mint & Minotaur working as a dreamy, slice of life game.

Rock Paper Scissors Duet is a two-player game about a relationship. You define the relationship and then play Rock Paper Scissors until one person wins three times. Each round is a beat in the relationship with the winning symbol defining what the event is about.

I actually find this more interesting and, quite frankly, more brilliant than Mint & Minotaur. It’s simpler and also doesn’t have a setting  but it creates a very specific story structure and theme.

I can see Rick Paper Scissors Duet creating some interesting stories.

And, as I slowly play through a Magus Campaign, I can see how all three games were made by the same person.