# Michtim
tags: #game/rpg/michtim
![[Michtim (cover).jpg|600]]
**Michtim: Fluffy Adventures - The RPG for Those Who Love Cute with a Side of Complex** is a deceptive little marshmallow in your hot cocoa — soft and sweet on the outside, surprisingly complex once you bite in. You thought this was a cutesy game for kids? Think again. It's a Saturday morning cartoon with a European accent, sprinkled with environmentalism and cyberpunk, and the game's creator, Georg Mir, calls the whole thing "hamsterpunk." It is aggressively, insistently *nice*, and it will absolutely tell you how you should feel about things, which is exactly the sort of thing this corner of the hobby loves to roll its eyes at. The craftsmanship underneath the cuddliness, though, is genuinely good.
## Setting
Welcome to the world of **Michtim**, where hamster-like creatures — and don't you dare call them hamsters — live in an egalitarian society hidden from humans by the mystical **Veil**. It's a modern-fantasy world with drones and magic, but the technology is more artisanal than mass-produced: nothing here rolls off an assembly line, everything feels hand-built by the very creatures who use it. It's a living, breathing society with its own values, its own factions, and its own quiet environmentalist conscience, lurking just out of sight of the human world.
Michtim society is organized around three **Hauses**, each valuing different virtues — **Conservancy**, **Culture**, and **Charity** — and your standing within your Haus matters. Sin against those virtues and you'll watch your Karma points vanish, which is the game's polite way of saying the community is watching.
## Core Mechanics
The engine is built around **emotions** — Joy, Love, Fear, Grief, and Anger — and it makes them do the heavy lifting that attributes usually handle. Imagine trying to solve a problem while your emotional state plays a critical role: Anger gives you a lift in combat but gets in the way of delicate, careful work, while too many mood tokens in one emotion start crowding out your ability to lean on the others.
### The Dice
You roll a number of six-sided dice equal to your relevant emotion, aiming for successes. It's easy to pick up — no tables of modifiers, no crunch for its own sake — but the mood-token economy adds real depth once you're chasing a roll while drowning in Fear tokens. It's a dice-pool system with a personality, and it gives emotional state real mechanical teeth.
### Callings, Karma, and Cybernetics
Your character belongs to one of the three Hauses and takes up a **Calling** — think of it as a class you can switch mid-game, which is a small mercy the hobby could use more of. You've got gear, Karma to spend and lose, and even cybernetic upgrades for the brave (hello, **Cybertooths**), so the "soft and cuddly" exterior hides a crunchy, tactical combat possibility as well as the game's heavy emphasis on non-violent solutions.
## Editions
- **Michtim: Fluffy Adventures** — the core rulebook (116 pages), by Georg Mir, published under GrimOgre Laboratory. *In the library.*
## References
- [Michtim: Fluffy Adventures - itch.io](https://grimogre.itch.io/michtim)
- [Michtim: Fluffy Adventures - DriveThruRPG](https://www.drivethrurpg.com/product/105250/Michtim-Fluffy-Adventures)
- [Michtim RPG - Official site](http://www.michtim.com)
- [TTRPGkids Review of Michtim: Fluffy Adventures](https://www.ttrpgkids.com/2022/06/21/ttrpgkids-game-review-michtim-fluffy-adventures/)
> [!note] Editor's Note
>
> Honestly, this game is entirely too cute by half and works too hard at being "socially conscious." I really hate things that tell me how I should feel about other things.
>
> On the other hand – it's an extremely well tooled and well presented piece of work, and you have to admire good work wherever you find it.
>
> It just needs more room for dissenting views.