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Kids on Brooms vs Magical Kitties Save the Day

Compare Kids on Brooms and Magical Kitties Save the Day side by side. See differences in complexity, dice, genre, and more.

Kids on BroomsMagical Kitties Save the Day
GenreFantasyModern, Fantasy
TagsMagic School, Freeform Magic, Roll to Cast, Collaborative, Worldbuilding, Rules-Light, Low-Prep, Fear & Stress Mechanics, Beginner-Friendly, Family-FriendlyBeginner-Friendly, Family-Friendly, Rules-Light, Narrative, Character-Driven, Collaborative, Freeform Magic, Player-Only Rolls, Fast-Paced
Core MechanicEach of six stats has a die from d4 to d20; roll the relevant die against a GM-set difficulty. A maximum die result that still misses triggers a Lucky Break reroll, adding the new result. Failed checks grant Adversity Tokens that players can later spend to raise rolls.Roll d6s equal to your attribute (Cute, Cunning, or Fierce, rated 1–4). Each die meeting or exceeding the GM-set difficulty (3–6) counts as a success. Zero successes is a failure with a complication, one is a partial success, two is a clean success, and three or more grants a bonus. Talents add one die, Magical Powers add two dice once per scene, and Injuries subtract dice. Kitty Treats (earned by playing your Flaw in interesting ways) can reroll dice, prevent injuries, or add story elements. Failed checks award Experience Points, encouraging risk-taking.
Diced4–d20d6 dice pool
ComplexityLowVery Low
AvailabilityPaidPaid
Runnability3 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherHunters Entertainment / Renegade Game StudiosAtlas Games
Year20202020
LanguagesEnglish, ItalianEnglish
Best ForGroups that want to build a magical school together and tell adventures from its rumors and relationships. It suits tables that prefer a light check system and open-ended magic over tactical combat.Families with kids aged 6 and up, mixed-age groups, and anyone who wants a gentle introduction to RPGs with a cozy premise and mechanically simple but rewarding play.
HighlightsPlayers build their school together and seed its history with rumors that the GM can turn into adventures. Open-ended spells use the intended effect and scope to set a difficulty, letting students attempt magic without a fixed spell list. Relationship questions establish bonds among characters before play and give the GM personal story hooks.Character creation takes about five minutes using three attributes, one Talent, one Flaw, and one Magical Power. Failed rolls award XP, which encourages players to attempt difficult actions. Each kitty has a human with ranked Problems that drive adventures and give the story personal stakes. Kitty Treats earned from Flaws let players reroll dice or add narrative elements to the scene.
ConsiderationsThe GM judges target numbers for ordinary checks using example anchors rather than a fixed formula. Spell difficulty depends on four effect categories, asking the GM to price each new magical attempt. Combat resolves through opposed checks and an injury chart without tactical positioning rules.No free quickstart or SRD available: the core rules require purchase. Characters cannot die; they get knocked out and recover between scenes. The premise is specifically tied to playing magical cats, limiting genre flexibility.