GMed this for 3 friends and had a great time! I've never GM/DM'ed before and struggled a little with how much of the story was left up to me; I second kumada1's suggestion for a table of random events. We really enjoyed the goofiness of our setting/scenes, and played a quick session of <2 hours. Definitely could have played for another session or more if we'd developed more involved Desires for the players or if I'd introduced more complex conflicts into the stories. It was great to be able to play as long or short a session as we wanted to. We all enjoyed ourselves and will hopefully play again.
Tricksters is a small, whimsical trpg where the players take on the roles of trickster spirits looking over a small village.
It's 12 pages, with some really splendid illustrations and a solid layout, and everything feels very polished.
The tone reminds me quite a bit of Golden Sky Stories, from the small scale to the cozy atmosphere and emphasis on low-stakes hijinks. Unlike Golden Sky, Tricksters does use dice, but the system is simple and you're both able to stack pretty high pools and benefit from partial successes, so the system is broadly tilted towards progression by succeeding at things.
GMing Tricksters requires a little bit of elbow grease, as the GM is expected to come up with plot hooks and sources of conflict, and this is a game that might benefit a lot from a table of random events. Simply having a chaos-generator to look to when you get stuck might ease GMing this system considerably.
Overall, I'd recommend Tricksters to anyone who's looking for a good one-shot or convention game, as well as anyone who wants to play something fun and cozy.
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That's a great game ! Easy to learn and play.
A Fantastic and chaotic experiance!
GMed this for 3 friends and had a great time! I've never GM/DM'ed before and struggled a little with how much of the story was left up to me; I second kumada1's suggestion for a table of random events. We really enjoyed the goofiness of our setting/scenes, and played a quick session of <2 hours. Definitely could have played for another session or more if we'd developed more involved Desires for the players or if I'd introduced more complex conflicts into the stories. It was great to be able to play as long or short a session as we wanted to. We all enjoyed ourselves and will hopefully play again.
Tricksters is a small, whimsical trpg where the players take on the roles of trickster spirits looking over a small village.
It's 12 pages, with some really splendid illustrations and a solid layout, and everything feels very polished.
The tone reminds me quite a bit of Golden Sky Stories, from the small scale to the cozy atmosphere and emphasis on low-stakes hijinks. Unlike Golden Sky, Tricksters does use dice, but the system is simple and you're both able to stack pretty high pools and benefit from partial successes, so the system is broadly tilted towards progression by succeeding at things.
GMing Tricksters requires a little bit of elbow grease, as the GM is expected to come up with plot hooks and sources of conflict, and this is a game that might benefit a lot from a table of random events. Simply having a chaos-generator to look to when you get stuck might ease GMing this system considerably.
Overall, I'd recommend Tricksters to anyone who's looking for a good one-shot or convention game, as well as anyone who wants to play something fun and cozy.
A game where you create tricksters and tell your own folklore about them. It's a lovely game that reminds me of the fables I read as a kid.