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Michtim: Fluffy Adventures

Michtim: Fluffy Adventures
Michtim Fluffy Adventures.jpg
Publisher(s) GrimOgre Laboratory
Genre(s) Tabletop role-playing game, storytelling game
Website http://www.michtim.com/

Michtim: Fluffy Adventures is a pen & paper storytelling game that was created by Georg Mir in 2012 and published by GrimOgre Laboratory. The game has a strong focus on streamlined game design, ethics and inclusiveness in its game setting.

In Michtim: Fluffy Adventures, the players portray eponymous creatures called Michtim that are most easily described as anthropomorphized hamsters with some features of cats, rabbits or rodents. These characters have a thriving society that places an emphasis on equality and diversity in many aspects. Fur colors, different (often fluid) gender identities,pansexuality and polyamory (nests as families) all are explored, as well as showing that different body types are welcome and accepted.

The game uses a couple of six-sided dice, which are rolled and added together. If the sum exceeds 7 the roll was a basic success. To increase the effect, players have to set aside dice before rolling, making success less likely but worth more. This way, players can decide for themselves whether they want to play with risk or stay on the safe side.

The game also uses a unique system in place of the common attributes of roleplaying games. Instead it focuses on emotions. Emotions range from Anger, Joy, Grief, Fear to Joy. Each emotion is associated with in-game actions. The attributes therefore define the character's role as possible healer, scout or damage dealer. Michtim: Fluffy Adventures also uses the concept of mood markers. These simulate that the hero is getting in a mood which affects their actions significantly. There are game mechanics in place to affect the moods of others, so the story always takes an emotional approach, which is very different from other games.

Callings are the classes of Michtim. They are often reduced to a single mechanic that can be combined by activating multiple Callings. This is much like multi-classing in other games, but built from the ground up to encourage players to find new synergies with existing material. Another important aspect of this system is that all attributes are useful to every Calling, whereas in other games only some attributes are relevant to a single class. There can be angry sorcerers (as damage dealers), caring sorcerers (as healers) or afraid sorcerers (as scouts). Even if one Calling is used by two members of the group their personalities (emotion attributes) will change how they use them.


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