Apparently Arcane Academy is also the name of a board game, so I need a new hashtag. Maybe #ArcaneAcademyRPG?

Yeah, that probably works.

Anyway, this is a mystery game! Very... book that shall not be named volume 2. I think I knew that, but I forgot.
First off, I *love* the art. It's so bright and cute!
Let's look at the character sheet. It's a 1 page fill in the blank, universal sheet, rather than individual playbooks.

Things that jump out at me right away are the Connections.

You get to answer 3 questions.
"Who do you really dislike"

"Who are you fond of"

"Who do you look up to"
That can already lead to a lot of drama by just having everyone fill those in! I like it!
A lot of the 1 page sheet is taken up by your spellbook. Looks like you list the Name, Type, and Weakness.

I wonder if spells are chosen from a list, or create your own? Guess I'll find out as I actually read through it.
Player Comfort section. That's always nice to see.
OK. So stats. You get 3 traits, which are details that set your character apart. When one of these traits apply, you gain +1 on the roll.
The example categories for traits (And 1 example each):

Beliefs: Doing Good is its own reward
Personality: Brave to a fault
Talent: Broomstick Hotshot
Resources: (OK, this one needs more explanation)
Resources can be a special possession, a person you can count on, or a thing you have access to. (That aren't magic! Magic I guess gets it's own section later)

Ex: Well-connected father, Secret hideout, favorite teacher, apocryphal history book.
Super open ended stats like that are kinda scary for me. I can get very... choice paralysis.

Anyway, there's a bit more guidance on traits.
Traits should be clear and concise. You should know exactly how and when you can use it.
Traits should be specific. Observant is too broad. "Can always spot a liar" is more specific and provides more flavor.
Traits should be descriptive. "Athletic" is boring and doesn't say much. "Strong like an Ox" gives you more of an image, and an idea of how you tackle your problems.
Conditions are also open ended, though they are tied to your traits. I could use more examples of this. I'm not perfectly clear on it.

But you clear them by doing something in the fiction, Masks style. Which is *always* fun.
"When a trait has a condition
attached to it, you can’t use that trait"

Ooof. That's harsh!
OOPS! It's #arcanaacademy , with an A. Whoops.
((I have no idea what's going on with that hashtag. I should have looked before using it.))

#ArcanaAcademyRPG it is, then.

Back to first impressions.

MAGIC!
Spells are open ended too, with 6 archetypes to choose from. Using a spell gives a +1 on a roll

There's a sentence that I don't understand here.

"If the player rolling doesn’t have a spell, you are
able to cast one to help them accomplish something."

Who is you? is this aid?
Power: Spells that physically affect the world around you.

Fire balls, Force Pull, Mend.
Influence:

Emotional manipulation, fooling the senses.
Knowledge

Scrying and divination of all sorts!
Creation

Insta sword, Invisible wall, flock of seagulls
Mobility:

Fly, teleportation, and unlocking a door. (The last one is mobility because it still allows you to go somewhere you otherwise would not have been able to)

Unusual way to describe Knock, but I can dig it.
Change:

Shape shift. Size manipulation. You must always specify both what is altered and what it changes into.
You start off with 3 spells.

But this is an Arcana Academy. You're still learning. So your spells have weaknesses, which answer one of the following questions:

What is something your spell cannot affect

What is a situation your spell won't work
What specific thing must happen to cast this spell.
Back to connections.

The GM will be able to compel you to act a certain way
towards these characters, giving you a bonus if you
listen, or a penalty if you don’t.
Who do you dislike?

The GM will compel you to try and compete
with this person or make them look
bad in some way.
Who do you look up to?

The GM will try and compel you to
impress this person or show off your talents in front
of them.
Who are you fond of?

The GM will compel you to be nice to this
person and always help them out when they’re in
need.
When you are compelled, you get a carrot and a stick. The Carrot is a bonus +1 to your next roll directed or involving this character.
If you refuse, the connection takes strain. WHenever a connection takes strain, you roll. If you roll greater than your strain, nothing happens.
If you don't, the connection shifts and you take a condition.
The three ways it can shift:

Fade away: You don't feel as strongly about this person. They are no longer part of your story. You can't add them back as a connection
Deepen: Bigger stick and yummier carrot? You care more about this person. When you refuse a compel, take an additional condition. When you accept, remove strain.
Change: Just what it says on the tin. This connection changes to a different type, potentially replacing someone else.
Looks like there's an influence mechanic similar to Masks called "Sway"
Basic Moves!

First up: Take Action:

When you try and do something challenging or risky,
make a roll.

The Catch-all move for when nothing else fits.
Lash out:

When you try to affect someone, emotionally or
physically, make a roll. On a 10+ you give them a
condition, or they are unable to react to what you
do next. On a 7-9 you succeed, but also gain a
condition.
This move isn’t used when you’re being
subtle or trying to persuade someone, only when
you’re being forceful.
Figure it out:

When you examine a location or person, make a roll.
On a 10+ gain two clues. On a 7-9 treat it as a
success but choose one.
• You are only able to ask yes or no questions
• You only get one clue
I really like that 7-9 condition! Both being able to ask only 1 question OR only asking yes/no questions really changes what sort of information you can get, and lead to more questions! That's fun!
Sneak Around:

When you attempt to sneak around or do something
without drawing attention, make a roll. On a 10+
nobody notices.
On a 7-9 you either have to quickly
leave and lose this opportunity or you won’t have
long and the Game Master can trigger trouble at
any time in the future
I don't know if I like that 7-9 result. Losing the opportunity, or GM making a move sound more like Miss results.
Convince someone:

When you give another student a good reason to do
what you say, make a roll. On a 10+ they do what
you say. On a 7-9 they do what you say, but gain
sway over you.
That 7-9 is basically a Debt. They get to call in a favor later.
Hah. There's a special move.

"Magic Solves Everything"
similar to the Doomed's special lair, GM gives you 3 conditions for you to fill. Each one filled gives +1 to the roll.
When you need to special magic to solve a problem,
ask the GM what it will take to make it happen.
After you have met the requirements, make a roll. On
a 10+ it goes as planned.
On a 7-9 the GM chooses
one:
• There is an unintended consequence
• Using the magic puts you in a bad situation
• The magic will not last very long
On to Warwick Academy, the supplied setting.
OK. I love Sandra, the Necromancy teacher.

Super bubbly, and wants her students to call her by her first name.

Also can often be found chatting with dead relatives and keeping them up to date on the latest goss.
You can follow @primefactorx01.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: