imagine, if you would, a world of fuzzy creatures. Roughly hamster shaped and sized, these tiny warriors fight against a humanity that would destroy the forests they hold so dear. Sound fun? then Michtim is for you.
Created by Georg Mir, Michtim: Fluffy Adventures is a rules-lite RPG currently available through DrivethruRPG. Mr. Mir was kind enough to supply the game for free for a short time, but I liked it enough to purchase the physical copy. It should be noted that the PDF and hardcopy book are identical, but for the sake of brevity, I'll be using the bound copy for this review.
Physically, Michtim is a nice little book, though the binding seems a bit iffy. I've read that this is an artifact of DrivethruRPG's printing process, so I won't hold it against the game. The book is split into thirteen sections, each denoted by a symbol and a colored strip at the page's edge. An index and table of contents are included, further easing the location of fiddly bits, should they be fiddly.
Mechanically, Michtim is a simple pool vs TN resolution. Rather than traditional attributes, Michtim have
emotions, each of which governs a specific group of actions. Anger for attack, for example. In lieue of classes, we have callings. Acting much like classes, callings grant a set number of abilities based around a certain archetype. Up to three callings can be stacked, allowing a bit of modularity in what your character can do. At first, I found the idea not to my liking, as it presented a risk of min-maxing in a rules lite game. The author has taken this into consideration, however, and even notes how certain callings play well together, and shows examples of exactly how. These prove to be no more superior than any other combination, so I'll let it slide. NPCs, an adventure, and sections on creating adventures help to fill out the book.
So what are Michtim? How do you pronounce it? Luckily, Georg Mir has a section explaining both! In a nutshell, Michtim (pronounced Mishtim, lots of hissing in their language) are furry critters about the size and shape of a hamster. Something akin to forest spirits, they protect nature and the earth from naughty tallfolk (humans) that would cause a mess.
Interestingly, while humans don't actually recognize the existence of michtim (outside rare occasion), they have to believei nMichtim for the magic that Michtim work to actually work. Reminds me a bit of 'David the Gnome'.
Now, Michtim DOES have a downside or two. Sometimes information can be a bit scattered. The few entries on monsters spring to mind, with them all being stuck in the included adventure near the end of the book. The order the chapters fall in puzzled me a bit, but isn't a problem once you learn what the symbols mean. (A process that takes all of two minutes).
No stats were included for the Nocturna, owl-beasts that the Michtim fight and fly. Naughty naughty, friend Mir. Though I've been spoiled ot Engine Heart's habit of putting several short stat blocks in the back of the book for various challenging critters, so I suppose
that's just me being cranky.
Bottom line? Michtim is a good, solid game with a few quirks. Much like the titular characters, actually. I'd recommend this game for getting your yongsters into adventuring, or for an endearing romp with your regular group in between campaigns.
[5 of 5 Stars!]