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Thread: Preschool RPG

  1. #1
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    Preschool RPG

    Recently, my four year old daughter has been showing interest in the "rolling dice game" her father and mother play. I briefly considered using an extremely simplified Hero system, but I couldn't pare it down enough for the pre-literate crowd. I decided dice pools were easier to comprehend and also had the benefit of using manipulatives (dice).
    To that end, I wrote up a rough draft of a pre-literate RPG. I'd like some feedback. Keep in mind, I want to make this as simple as possible. Complications can be introduced as time goes on. I have also included a character sheet.

    RPG for pre-literate children.

    TRAITS
    All characters have three traits:

    STRONG
    This is for things like breaking or lifting objects or overcoming physical difficulties. It can be used in fighting monsters, opening doors, climbing a rope, etc.

    FAST
    This is how fast your character can run, but also how good they are at something physical. If they want to hit something with an arrow or walk a tightrope, this is the trait to use. IT is also how fast you can move, if using miniatures.

    SMART
    This is how intelligent you character is. It can be used to figure out problems, convince other people to act how you want them to act, to invent things or to fix things.

    The player gets ten dice to design their character. They get to decide how many dice to assign to each trait. Thus if a child wants a strong hero, they could give 4 or five dice to that trait. No trait may have fewer than 2 dice.

    DIFFICULTIES
    An RPG is basically overcoming a string of difficulties. You could be trying to convince a King to help you against bandits, you could be facing a dragon, or trying to get out of a maze. Some of these things are more difficult than others, so the person running the game decides how difficult they are.

    To overcome a difficulty, the game master tells the player whether it is a Strong Difficulty, a Fast Difficulty or a Smart Difficulty. The player then rolls one die for every point in the matching trait. Difficulties range from:

    2 Simple
    3 Very Easy
    4 Easy
    5 Hard
    6 Very Hard
    for tasks more difficult than "Very Hard" (say, lifting an elephant), multiple sixes may be required.

    After rolling the dice, the player looks to see if they rolled the difficulty level or higher on any of the dice. If they have done so, they succeed in the task. If not, they have failed. Generally, failure means they may try again another way.

    Example:
    The character tries to get through a locked door. The game master says that the door is very strong and heavy, and would be Very Hard to open. The character has three dice of strong and rolls 2-3-3. None of these is a six or higher, so the door does not budge. They then decide to pick the lock. The lock is Hard to pick, but not Very Hard. So they need to roll a 5 or higher on any of the dice. They roll a 1-3-6. The "6" give them a success and the door opens.
    A good gamemaster should try to make difficulties that can be solved in more than one way.

    FIGHTING
    Combat is part of many stories. Characters fight giants, dragons, bandits or monsters. If combat is part of a story, the game master should work out the opponent by designing them as if they were a character. Weak opponents should be built on 4-7 dice, strong oppononets should be built on 8-11. Very dangerous opponents should be built on more.
    To defeat an opponent, a player should decide whether they are trying to out-Strong them (with swords or wrestling), out-Fast them (by running away or using arrows or guns), or out Smart them (by convincing them to give up, or to distract them).
    Once they have decided how they will fight, each character rolls their dice, one at a time. The higher die steals the lower die (ties are won by player characters. They are the heroes after all). Once one character has stolen all the dice of another, the fight is over.
    Fights should be as non-gory as possible. A player character never dies, though they could be captured or knocked out as a result of losing.

    WEAPONS AND TOOLS
    A fighter with a sword is more effective than one without. It is easier to climb a mountain with rope and grappling hook than without. Tools give you bonus dice for the appropirate action. A rope could give an extra 2 dice to climb a wall. A knife could give an extra die in a fight. Going to the library could give you extra dice to solve a problem.
    Characters should be allowed to carry their favorite equipment with them. If a player can think of some reasonable tool to acquire or action to perform, they should be rewarded with bonus dice for the difficulty. Help the child come up with innovative ways to get those extra dice. Special equipment ( a magic sword or a flying carpet) could be given out on index cards with a picture of the item and a big number nearby to remind the child of the bonus.


    Keith "indulgent father" Curtis
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    Re: Preschool RPG

    Looks good for a start Keith, no idea pops into my little head yet but if they do I will add more to this post.
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    Re: Preschool RPG

    ... wow.

    That's brilliant. You've explained the core concepts of roleplaying, you've excised all the mess that the rest of us as adults love, and built something that has the potential (in a very BESM way) to be bigger as time goes on.

    I like the BESM/White Wolf/Shadowrun hybrid. It'll work well for teaching tiny people the fundamentals of what make RP cool. Nicely done, sir. Repped.
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    Re: Preschool RPG

    Hi Keith: I think this is neat. There are actually several online sites that talk about gaming with kids. I heard about one on the Dragon's Landing podcast that sounded neat but I can't remember the URL. I think it was a Yahoo site. I may have to download that one again to get the details. I think it was episode 41. Sorry to be so vague.

    As I have two boys who are nearing the gaming age I want to do something similar. I think your idea is great. Some suggestions from the podcast include things like linear stories and props. For props they suggested things like fake gems and gold coins. This way the kids learn about bartering (i.e. trading coins for things that they want on their character).

    Let me know how it goes. I wish I could offer to help you playtest but my kids need another year.

    You should put this stuff into a short PDF doc and post it. Just a suggestion.
    GAME ON!
    John T>

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    Re: Preschool RPG

    Looks good.

    With my nieces and nephews, I've used Risus. At ages five and up, they understood it pretty well. No characteristics, just Xdice in a steryotype/job (Cowboy, Police Officer, Doctor, Cook, whatever), and taking turns telling part of the story. Worth looking into.
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    Re: Preschool RPG

    Looks good. At first glance I thought, "hey, he's invented Shadowrun!"

    Heck, sometime I might use something close to this for my adult players, esp. for one-shot or limited games.

    I know you want to keep it simple, but maybe add a little more personalization in? Aside from the Traits, allow each player to pick a "schtick" (will want to call it something else) for their character?

    Like say your daughter picks "Horses" for her schtick. If she's fighting from horseback, she gets an extra Strong die. If she's riding the horse, she gets 2-3 extra Fast dice for the speed, jumps, escape/pursuit, etc. Getting a horse to do what she wants or get a new horse to be friendly, she gets a couple extra dice for Smart.

    Or someone picks "REALLY strong". Four extra dice for pure lifting/moving, one extra for fighting. (should probably already have 4+ in Strong)

    The more broad the uses could be, the fewer extra dice you get in any one thing.
    Zombies allow GMs to give players practice in outsmarting things. Start with mindless things like zombies - if the players succeed in outwitting them, start working your way up.


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    Re: Preschool RPG

    Quote Originally Posted by OddHat
    Looks good.

    With my nieces and nephews, I've used Risus. At ages five and up, they understood it pretty well. No characteristics, just Xdice in a steryotype/job (Cowboy, Police Officer, Doctor, Cook, whatever), and taking turns telling part of the story. Worth looking into.
    Hi Oddhat and Keith: Funny you mentioned Risus. I almost mentioned Truth and Justice as a system to look at for ideas. They use this concept REALLY well. Great game BTW.
    GAME ON!
    John T>

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    Re: Preschool RPG

    Repped.
    And I don't even have kids.

    Lucius Alexander

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    Re: Preschool RPG

    A simple Tri-Stat system. I like it. You should make some little figure people for it. It's a lot like Clix or something, but there is only so much you can do with 3 stats and simplicity.
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    Re: Preschool RPG

    This is awesome, Keith! Not only do I think it's simple enough for young children to understand and enjoy, I also think it's well-done enough to be playable for adults. Nice job!

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    Re: Preschool RPG

    Quote Originally Posted by Supreme Serpent
    Heck, sometime I might use something close to this for my adult players, esp. for one-shot or limited games.
    Actually, that's a potent suggestion. Try creating & running an event at a con -- or a local venue with complete newbies -- with this. Adults will tend to push at different places in your system than children, but it would be an interesting test of how easy it is to wrap your mind around the mechanics. There are some cognitive tasks that children perform better than adults, but not many.
    ... abnormal, non-Euclidean, and loathsomely redolent of spheres and dimensions apart from ours.

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    Re: Preschool RPG

    Quote Originally Posted by Derek Hiemforth
    This is awesome, Keith! Not only do I think it's simple enough for young children to understand and enjoy, I also think it's well-done enough to be playable for adults. Nice job!
    Actually, I can see this as a fun way to spend some time while you wait for the Guy-That's-Always-Late!
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    Re: Preschool RPG

    I will just say COOL this is a great idea. You might even be able to make it into a game for adults.

    Repped!!! Simple and Cool.
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    Re: Preschool RPG

    This is really, incredibly cool, Keith. I hope that your daughter enjoys gaming as much as the rest of us do. I dont have kids (to speak of, tip of hat to Palindromedary), but if I did, Id definately want to give this system a spin and see what they can come up with!

    Youre definately on the "Great Dads" list now!
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    Re: Preschool RPG

    Seriously, I'd consider writing this up a little more, copyrighting it, and marketing it. As many gamers as there are with toddlers, you have a market for it I'm sure.

    As long as it's not too close to anything already out there.

    Lucius Alexander

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