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Is this ever coming back in print?

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Is it possible for it to be played solo? 

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This game is amazing! 😍 I would love to run this at our public library's TTRPG night, but I cannot find the license this game is produced under in the PDF. Would love to introduce more players into new amazing worlds and cities. Such a great game!

Please feel free to run this game for your public library's game night! I've heard multiple anecdotes of other tabletop enthusiasts hosting street magic at similar events at their own local libraries and having a lovely time with it.

Awesome, thank you so much! It's the perfect game to get new people into collaborative storytelling. 

This game is so beautifully designed and such a joy to play! As soon as I got my copy I started playing with some friends and we haven't finished yet but it's been a blast! So many details and really helps you learn to value the small things in life. So cute! And the author is amazingly kind and helpful. Definite recommendation from me!

I really love this game, but I find the pacing a challenge. It usually takes my groups about 2 hours to finish laying the foundations and then another hour or more to finish the first "regular" round. At that point, it's usually about time to wrap up, but I don't find it satisfying to end the game immediately after the first event, without the chance to explore how it affects the city afterward.

When you play/played i'm sorry did you say street magic, how many rounds do you fit in a session? Do you have any tips on making the game move a little quicker? Is it just a matter of the facilitator being firmer about keeping the momentum going? I almost always play street magic with new people, so I tend to take my time explaining the game and give the other players time to think and get used to the mechanics.

Nevertheless, the game is lovely and I'm glad to get to play it!

Thanks for writing in! First off, to preface this response: two hours for a foundation and another hour for a full round definitely runs on the longer end in my personal experience, but that’s by no means a wrong way to play. Having a fun time at your table is more important than playing ‘properly’! This said, a few thoughts:

Talking through tone and genre is the most open-ended part of the game, so it can really grow if you don’t watch the clock. It’s easy to go deep listing all sorts of touchstones or inspiration, but don’t get bogged down in comparisons; just use it to make sure folks are on the same page.

When it comes to playing the very first card, the facilitator can do a LOT to model a short foundation pass. When I'm facilitating and I play the very first neighborhood to the table, I always come in with three goals:

— Don’t preplan the first card (show other players it’s okay to fumble, start vague, and make something up from scratch; I try to build off an idea that another player introduced during the tone discussion)
— Keep it short (I try to keep to two minutes tops, writing on the card as I go; as with all cards, I don’t write everything down, only the most key details)
— Leave blank space (give permission to yourself and to the rest of the table to ask questions and say “I don’t know, we’ll flesh this part out later”)

In general, I find it really helpful to try and keep turns during the foundation round as short as possible. As an incoming player, coming up with your very first neighborhood or landmark might feel daunting, but it’s worth reminding folks that these are just sketches! If you’re playing with a group that likes to build off each other, it can be helpful to be a bit judicious with the clock, and remind people that they’ll have  an opportunity to go deep during rounds proper—but that varies from group to group, and it’s definitely not a hard science.

(I’m also curious how many players you tend to running with? Size definitely impacts round length: the difference between a four person table and a five person table might seem small, but it adds up, especially if you’re playing with a group who likes to yes-and each other’s ideas.)

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I have yet to play this game, but I must mention how incredible Caro is: I reached out for an educator's discount for a few of their games after reading about them (I run an after-school TTRPG group for some students). Instead of a discount, they sent me free copies of two separate games. Considering how much hard work has gone into these games, I am incredibly grateful for their generosity. This is why I love independent creators and the community to which they've contributed. Thank you Caro!

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Revachol forever

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Played this game with a group of friends to create a city for us to set another game in, and it was super fun! Really was useful for creating a city where everyone felt invested in it and knew what was going on, and gave them a chance to introduce some interesting elements to the city that I, as the GM for the game we're going to use our city for, never would've considered otherwise.

We probably played it a little fast and loose compared to the intention of some of the rules, but everyone had a great time with it, and I super recommend Street Magic both on its own, but also for how it invites worldbuilding and player contributions for use in another game afterward!

A cosy, very well-designed game that makes me want to plunge myself into my imaginary cities. Thank you for this little gem.

This is a really nice storytelling/worldbuilding game!

I got it on the advice of a friend who *loved* it - it's pretty, social and imaginative. It's also obviously made with care and love, and this shines through all the pages.

(all of the index cards have also got me thinking if I can tie it in nicely with worldbuilding for the Fate RPG!)

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I have been eying this game for months, I was so pleasantly surprised to see this included in the Games for Gaza bundle. I am so excited to play this game.

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