|My Fantasy RPG Cover - Valentina Pastore|
First relevant point, The hidden menace is definitely one of the focal points! In the manual you will find a lot of images of Dark menaces (e.g. a dragon) and after reading the game you'll probably see them with different, more vigilant eyes.
One of the special features of this game is that the system is made so that: "even the GM doesn't know exactly what is happening!". It 's something that you'll discover going through the game together. Being GM in “My fantasy” is very different from both DW or D&D, and extremely fun!
"A Different Role
|My Fantasy RPG - Layout Daniele Di Rubbo|
Using a metaphor from the musical world: As GM you're not a conductor or a composer. It's not your role to decide the beginning of action and its ending. Think of yourself as a bass player. You are there to perform the background track so the other players can play their melodies and express themselves freely.". from My Fantasy RPG.
Second relevant point, My fantasy is different from other Fantasy games as it is focused primarily on Mysteries and strong Choices. The characters are indeed very strong Heroes and you may find yourself facing a dragon, but you'll also have to face your feelings! The characters that you are going to create are mostly a collection of bonds with their Past and Present and you'll be making tough choices through them all the time!
|My Fantasy RPG - Vas Quas Editrice|
But what will you leave behind? “I leave my wife, my son John, but also the peace of an afternoon spent watching the mountains in the chill air under the porch". These are all Bonds to the past and are one of the most important resources in the game. Of course you'll also have reasons to push you forward. In this case the first will probably be that “you'd never leave your best friend alone in the investigation” and another might be “the need of someone facing the danger!”
During the course of your adventure you're likely to risk death and as a result you may never see your wife and son again! This happens mechanically using your Bonds to the past and present to improve your chances of success in performing difficult actions, but then in the "recovery" scenes you'll be forced to bring into play your fears pushing you to keep choosing wether to continue and to move forward in your travel or to return home!
|My Fantasy RPG - Italian Edition|
Forth relevant point, another interesting mechanic is the "heroic act": you may choose to sacrifice yourself to save your friends, getting a big bonus but going out of the game for a scene after using that advantage! This is intriguing because from heroism will come, as you may realize, the danger of dying and losing something that you love: your bonds! In the final scene when you'll be facing the menace itself, the same mechanic might let you save the world! But this time the price to pay will be death! What will you and your companions do? Returning home victorious is never a big party when you've lost some traveling companion! The game will often push you to make this kind of choices.
|My Fantasy - Italian Edition|
I still get goose bumps when reading the actual plays from which some of these examples are extracted, and every other session we played have left an incredible memory.
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