trans girl | useless lesbian | retro game and tech enthusiast | cat witch

icon by @draekos


in lesbnyans with @lenalia @batelite @yuria and @doricdream


mastodon/fediverse
plush.city/@darkwitchclaire

Sleeby-Gay-Sheeby
@Sleeby-Gay-Sheeby

Just got done playing in @Fel-Temp-Reparatio's Princess Wing game.

Game's neat! The character creation scratches a similar itch to Double Cross for me, and the card based resolution mechanics are neat. It's especially nice how players can trade around cards to help each-other get the best hands possible for their build. Combat goes pretty quickly, and feels like it leans on the easier end, but the game feels more narrative focused anyway, so I don't think that's too much of a problem.

I played Pochiko, a dumb, goofy pembroke welsh corgi that was trained to be able to utilize Precious Energy as part of an experiment, which accidentally caused her to turn into a magical girl. Oops. Built her as a Scarlet Hood focused on keeping her hand topped up while spamming the Hyper Laser Cannon over-and-over again. It wouldn't be me if I didn't build a character to do one thing disgustingly well. Ended up tearing through half the boss' health in one round, after the rest of the party stripped the GM's hand clean and one-shot every other enemy in the first round...

I will say, it's very funny that it suggests the first included scenario last 4-5 hours, when even with none of us except the GM having played the game before, we still burned through it in like 2 hours.

(Character portrait was done in this picrew)


Sleeby-Gay-Sheeby
@Sleeby-Gay-Sheeby

The hyper laser cannon remains stupidly overpowered, especially when paired with an ally who can fuel it's card cost. I do think the system trends towards rocket tag once the players figure the system out, since it's pretty easy to put the GM in a situation where they need to expend their whole hand in the first round, and then follow up with a massive burst phase in the second round, once it's hard for them to keep up with the evasion cost. Though I also think this is partially because it's so easy to take out all the mob enemies in the first round, leaving the action economy wildly lopsided in the player's favor. Then again, the GM might run out of cards even faster if the mobs did survive the first round.

Regardless, I'm still having a lot of fun, and I do think the system is good at encouraging you to actively coordinate with your team instead of just doing your own thing.


You must log in to comment.

in reply to @Sleeby-Gay-Sheeby's post:

There is some errata to adjust how enemies scale with XP, which I assume is meant to reduce the rocket tag aspect a little, if you want to try that
(for every 5 XP: Bosses gain +20 HP and +10 TP, add one extra minion to the scenario, and the GM draws an extra card in the end phase)

Where did you see that errata? I see the thing about adding an extra card and the adjusted HP and TP increase specifically for scenarios with a Queen Void in Valkyrie Island, but I don't see other updates in the pdfs I have.