Frequently Asked Questions
3-6 regular players + the GM (game master).Last updated:
A standard game will take between 8-14 hours, likely played over 2-4 sessions.
The length of the game tends to depend on the number of players (more players = longer game). This is because the inclusion of additional players increases the amount of fate-related content in the game.
The instruction book does include advice for running a 3-5 hour one-shot, as doing so requires a slightly different play strategy.Last updated:
"The Mountain Witch" uses six-sided dice. Players will each need their own d6 (preferably of a unique color), while the GM will need several (5-8 should do).
The deluxe box set includes tokens to represent character trust, but such tokens are optional. (Though it's the kind of "option" I never play without nowadays.)
Like many RPGs, players will also need their own individual character sheet. The PDF version will include a printable character sheet file, while the deluxe box set will include a small pad of ready-to-use character sheets.Last updated:
Yes, "The Mountain Witch" is a one scenario campaign. I know that can sound limiting, but the game really does have good re-playability—and that's not just me being a salesman.
The core of the story emerges out of the dark fates, and the fates are much broader and open than they first appear. This means that play is not bound to some sort of preset formula, but rather flows from the creativity of the players. As such, the game shows a surprising level of variety, despite the setup being the same.
That said, you can change up the setting if you want increased variety, and that's what the "alternate setting supplement" stretch goal—which we've reached already! — is all about.Last updated:
Rules-wise, the new edition has some minor tweaks but is basically the same. The big changes come from new or reformulated play advice.
One of the things I focused on while working on the update was to rewrite rules/procedures to reflect the manner in which people actually play the game, as opposed to the idealistic vision I had before the original book was released.
Another was that I formally integrated "house-rules" made up by other people that have become fairly common in "The Mountain Witch" play groups. Depending on your experience, these things may feel new or completely the same.
Along with the above, I also added in or further developed advice that was absent or underdeveloped in the original book, but have become fairly standard practice across the indie RPG scene.
One of the bigger revisions involve character Abilities. They still function the same in play, but you choose or create them in a different manner than before.
The area surrounding Mt Fuji is described in greater detail. This may make the adventure feel more structured, but in the end the game is just as flexible as its always been.
Lastly, the four Acts of play have been developed to a greater extent. I suspect this will seem like a big-ish change when you read the book, but I believe in play it will not feel so different. Essentially, Act 1 & 2 (Introduction / Mounting Tension) are the same. Act 3 (Fates Revealed) is the most changed, as the book explicitly advises the GM to separate the party (more-or-less) and give each character a number of individual scenes that focus on and potentially legitimizes the ronin's fate. Act 4 (Conclusion) then throws everyone back together and lets the fireworks go off.Last updated:
Here's a PDF of the foreword & introduction chapter from the 1st edition. The 2nd edition will have a similar, though streamlined design:
In the project video, I displayed a small stack of casino-style poker chips while describing the box set. That style of poker chip will not be included in the deluxe set. Those particular chips came from the "box set" I built for myself several years ago, and as such should be thought of more as a prototype than an accurate representation.
The tokens in the deluxe box set will most likely be chipboard punch-outs. They have not been designed yet, but will certainly be styled appropriately for the game.Last updated:
Outside of Kickstarter, I hold most of my gaming conversations over on Google+. Feel free to head over there and follow me, I would love to get to know more of you and chat games! https://goo.gl/m1EuLe
Like most people, I have a Facebook account, but I hardly use it nowadays, especially for gaming stuff: www.facebook.com/timothy.kleinert
I have a website for Timfire Games, though as of today (June 8) it's still under construction. I suspect that over the coming months, I will probably use the site more and more, as I develop it as a hub for my gaming projects. So go ahead and bookmark the page and check back from time to time: www.timfire.games
Lastly, you can also reach me at firstname.lastname@example.org. That's an address I've specifically set up to handle games-related conversations.Last updated:
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