So this post is about one half asking about generals gamemastering advice, one half about trying to explain some house rules I may be using.
I am planning since several months a Magical Girl campaign.
I more or less looked up at the themes of a typical magical girl show (thanks TvTropes), I more or less got :
- Power of Love
- Power of Friendship
- Coming-of-Age Story
- Power of the Feminine (well it's not just about girls in frilly dress punching the hell out of monsters), don't know how to interpret this. "show kindness and be true to yourself?"
But well, the characters they plan to play form a rather weird Magical Girl group:
- a teacher(non-magical girl) that treats everyone like shit
- a "paragon of justice" Whistle-blower
- a delinquent who tries to establish a relation of dominance with practically everything
I can talk to them about what we can do to enforce those themes, but I think that I still need the following setting specific house rules to enforce the themes. Even if for the players, it will just mean more bonus to hit an enemy.
For the PoL/PoF, I don't think that I will use the relationship rule from the supplement as is.
So the PCs track down the person, extract something from the person (blood/soul/spirit/mana/whatever) and craft one or more items from the thing.Exposition wrote:The monsters that the MG will fight will be monsters born from the deepest Desires of a characters (PC and NPC alike), and those monsters will provoke some weird phenomenons when they appears. The majority of each sessions will be the Players trying to pin down the person who gave birth to the monster.
The resulting weapon (because my players LOVE to hit hard) will be something like a gear with total sum abilities and weakness like twice or thrice the relation ship with the character.
The Goal of this is to make befriending characters an important part of the fights, and making the fight night impossible without it.
The second rule is more complex to implement and integrate.
The problem is how the growth will be represented.Exposition wrote:The MG are in fact the product of a centuries spanning plan destined to resuscitate a dying race of alien. The girls will go through a "second puberty" as they grow up on power body changing, becoming conspicuous of the changes, and moving on from humanity.
My players, knowing them, will be playing statics characters defined by the numbers on the sheet....
Okay now I am stuck....
I can't think of a mechanic that encourage getting out of childhood and becoming an adult except something where the PC abandon their dream and become more like disillusioned adult and lose their power (the contrary of what I want).
I though about a "De-synchronization" Weakness and and an innocence meter that once depleted give some XP used exclusively for leveling up the characters supernatural powers, but leveling up those will increase the De-synchronisation Weakness for sometime, to represent the changes on the Magical Girl's body.
Plus two all-purpose abilities that level up when De-synchonysation is cleared. (But they may be only used in exchange of a ton of Endurance, or something)
On a sidenote, what themes did yo want to have in your games, and what did you do to enforce them?
Well, thanks and take care.