It's a cooperative roleplaying game that encourages casual storytelling by having players make choices throughout a pre-written narrative structure.
Players take on the role of journeyman witches in training as they travel the land and discover their true callings. Eventually each player will decide to either settle somewhere visited during the trip, or return home...
Illustrations like these can be found at the start of each chapter in the narrative portion of the game, giving the players a visual touchstone
These pages, provided at the back of the booklet, are where the players keep track of everything their witch has done throughout the story.
In keeping with the casual and exploratory nature of the game, I wanted the character sheet to feel cozy and diegetic.
At the start of the game, players must choose a personality that describes their witch.
This is an important decision that will impact the rest of the game, so I wanted to incorporate larger graphic elements to give them emphasis.
Even though the witches in the story are leaving their hometown, the place they grew up still plays a crucial role in who they are and how they will interpret the world they encounter.
Each of the options for a hometown come with certain traits the witches would have inherited just by living there during their formative years.
Once the players have their character figured out, they begin reading through a pre-written story.
Choices along the way are emboldened to ensure the reader doesn't skip over them. These are moments that allow the players to deviate and make the story their own.
While I developed the entirety of the game system and designed the booklet, there were others who lent their extremely talented skills by developing fonts and helping with play-testing.
Thank you to those individuals!