I sometimes examine other games to see what other game designers are doing and find inspiration in the different ways they approach projects. Justin Halliday’s Hero Kids has provided some interesting insight into a roleplaying game crafted specifically with children in mind, somewhat relevant to one aspect of a project currently on my desk.
Crafting a
roleplaying game to introduce kids to the hobby remains an elusive “holy grail”
of designers. Even those most carefully attuned to kids still require the
involvement of a knowledgeable adult to explain a game process quite different
from the usual board game fare children usually play and shepherd them through
both character creation and adventure encounters. The key remains creating
something kids can pick up and play on their own, with minimal or no parental
involvement. Several solid attempts have appeared in recent years, notably rpgKids and Hero Kids (and my own oddball Creatures
& Caverns, more a ludological curiosity than anything else). I recently
picked up Hero Kids from DriveThruRPG
to see how it approaches essential elements of fantasy roleplaying games in
ways ideally suited to helping kids learn to game:
Intuitive, Basic Mechanics: The core
mechanic to resolving combat and other challenges consists of rolling dice associated
with the related attribute (melee, ranged, magic, and armor, each with its own
representative icon) and comparing the highest single result to an opponent’s
roll or a static difficulty number. The more dice you have, the better the
chance you’ll roll high. Stats range from no dice to three dice depending on
the character type. Gear and skills tied to the character’s class can also add
dice to rolls. I have an odd attraction to roll-and-keep systems, which I first
encountered in the Legend of the Five
Rings roleplaying game years ago. The very basic system in Hero Kids offers
a simple yet intuitive means of resolving conflicts kids can understand without
all the complexities of other roleplaying game systems.
Clear Character Sheets: The character
sheet summarizes all relevant information for players using easy-to-remember
icons and quick summaries of combat actions. Hero Kids presents seven pre-generated character types -- -- three
with a male and female version complete with fun illustrations of kid heroes
and a few variations in skills and gear -- along with blank hero cards to
create your own. These work to present pre-generated characters to quickly
introduce the different kinds of heroes children can play. The use of icons for
stats, gear, and skills makes room for the concise summaries of what they can
do in terms of a general attack, special actions, and bonus abilities. The game
summarizes monsters in the same clear manner.
Open Layout: Each page explains one
game element using clear headers, lists, icons, and short, concise paragraphs.
A few iconic illustrations fill in spaces on thematic pages. The landscape
layout makes the rules easy to view on a notebook or tablet device.
Advice: An entire page offers “Hints
& Tips” for running the game with kids, useful both from a general gaming
perspective and specifically geared toward rule elements in Hero Kids. Another page covers special
considerations for gaming with kids, including pitfalls regarding violence,
language, religion, and morality. A two-page glossary also offers yet another
helpful tool both for kids getting into gaming and parents seeking quick
definitions of game terms.
Kid-Centric
Setting: The default setting -- described with one page of text and a map --
provides a relatively insular campaign area, the Brecken Vale the kids call
home, bounded on all sides by wilderness areas rife with adventure possibilities.
On the preceding page sections entitled “Pint-Sized Heroes” and “Big-Sized
Problems” help demonstrate the kinds of adventures kids and their heroes might
undertake. The setting is tailored specifically to kids, including playing
heroes who are kids facing reasonable challenges.
“Board” & Pieces: Scenario
encounters focus action on dungeon maps used with stand-ups for characters
(included with each of the pre-generated hero cards) and monsters. These visually
based encounters on a gridded play area help younger gamers make the transition
from more traditional board games to the more freeform roleplaying games. Each
adventure encounter includes a location set-up map with the heroes’ entry point
noted along with the numbered places where adversaries lurk, all cleverly keyed
to account for varying numbers of characters.
Although Hero Kids still requires a knowledgeable
adult to run the game with young players, it remains completely focused on being
a roleplaying game for kids without being diluted by any other agenda of
simulating an old-school, retro-clone or promoting a particularly
ground-breaking campaign setting. It’s a well-developed game (as are its
several adventure supplements) with appealing layout and practical utility in
running games for kids.
In examining
these elements in the context of designing my own roleplaying game with
kid-friendly elements I realize my aims seem split between offering something engaging
younger players can understand and infusing the game with original, efficient
mechanics without too much complexity. I’m considering making the “kid
friendly” aspects of my own game secondary to creating a concise, retro-clone-style
game I’d like playing, with a basic yet enjoyable game system that cuts down on
crunch and focuses on playing to signature character strengths.
d6 I'm guessing?
ReplyDeleteYes, everything's with d6s. Also, Hero Kids just got some extremely visible publicity over at GeekDad...http://www.wired.com/geekdad/2013/01/hero-kids/
Delete