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Koriko: A Magical Year

by Jack Harrison

Released 6/27/23
Everyone (10+)
Paid
A game of novice witches and teenage drama.

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About This Game

A game of novice witches and teenage drama. ### Overview This is a game for one player, designed for contemplative solo play. It's a bubbling cauldron of simple rules and writing prompts, stirred together to produce the story of a teenage witch spending a year away from home in an unfamiliar city called Koriko. The game's primary inspiration is Kiki's Delivery Service, both the Studio Ghibli film and the Eiko Kadono novel. I've watched the film countless times as it's one of my son's favourites, and its story and themes have burrowed their way deep into my soul. You don't need to have played a roleplaying game before—this isn't much like most of them anyway. A passing familiarity with witches, urban exploration and teenage drama is all the background you'll need. ### Seasons of play Your witch's story is told in six sections, or volumes, each taking an hour or two of your time. To play, you'll need **this book**, a **deck of tarot cards** and a **stack of dice**. You'll also need a journal to write your story in. We'll start by helping you to create your witch and their home village, then we'll whisk them away on their journey to Koriko. This city is a place of your own invention. It might be a charming seaside resort, a smog-choked metropolis, a palace in the clouds—whatever you can imagine. We'll make this place together, asking questions to inspire your creativity. Then, with your version of Koriko established, your witch can explore and meet its weird and wonderful residents. To do this you'll draw cards, each relating to a prompt that introduces a new event to your story. These prompts are a chance to exercise your creative writing muscles—and when things get risky, we'll add dice to an increasingly-precarious stack! At the end of each volume you'll pause to reflect, spending time resting before writing a letter home to your witch's mentor. Then, perhaps after a break, we'll move on to the next volume of events and ephemera. In this way you'll be guided through the gentle rhythms of the year. Then, as winter draws to a close at the end of your witch's year in the city, you'll make their biggest decision yet: will they stay in Koriko to remain the city's resident witch, or leave—back home, or off to pastures new? *This is a perfect jumping-off point for your journey (or return) to the world of roleplaying. There are no complex rules to learn, no group of players to coordinate and no need to talk in a funny accent.* *Solo roleplaying games are pen & paper experiences that are designed primarily for just one player—you. I like them because they let me squeeze some storytelling into the margins of my life, on my terms. Or, if I'm blessed with a rare quiet evening, I can luxuriate and spend an hour researching Italian pop music or Basque cuisine as I play the game—and there's nobody at the table to get bored with my diversions.*

Publisher

Jack Harrison