One thing I want to focus on early is focusing on pairing down the character sheets for Dungeon World. I want to make it nice an manageable for the boys to just focus on the parts of their character that they’ll need for play.
A few things that are extraneous for our game and will be scrapped for now:
Alignment – I can’t see any benefit to trying to get the young ones to wrap their minds around the various alignments and limiting there role-playing abilities. Their actions will have consequences in the game, I think that will be enough to keep us going.
Race – Just going to start out with the standard human race for everyone. Keeps it a little more in the mid to low fantasy vibe I’m working, and gives me a little extra room on the character sheet.
Then there are a few things, I’m thinking about modifying and simplifying:
Abilities – Do I really need all six of the abilities to play? In Sidekick Quests, it has Clever Enough, Quick Enough, Smart Enough and Tough Enough, while No Thank You Evil! uses Tough, Fast, Smart, and Awesome. Clever can include both Charisma and Wisdom for most situations, just as Tough can include Strength and Constitution for most situations. I want to create an icon for each ability to make it a little more kid-friendly and appealing.
The other consideration is do I really need to keep the standard 3-18 range for abilities? I’m not sure that is the most intuitive versus a 1-10 or even 1-6 range, but changing it may make me have to adjust much more than just the numbers on the page. Since the ability modifier is what is predominantly used to make decisions, I might be able to get away with some additional simplification.
Hit Points – I like a more graphical or physical representation of the character’s health, so I may try to set something along those lines and make sure that the health points stay fairly low. Since neither Dungeon World, nor Sidekick Quests increases HP on leveling up, then I think something more graphic would still fit on the sheet nicely.
Moves – I’m really only going to come up with a few of the starting moves for each of the PC classes and some of the moves that they can add on once they start leveling up. I’m not trying to build completely new playbooks just yet, particularly since a lot of that work may change as we progress in the game and find out what moves work best, are over powered, or simply don’t serve the story. Also, it will keep the sheet less cluttered and I won’t have to create icons for each and every move that the character may gain over the course of our play.
Gear – All of their gear will be on illustrated cards where they can see just exactly what they carry on their persons. I’m not really interested in the encumbrance and weight rules of games (nor do I typically worry about a lot of money issues and provisions like rations), but I want the boys to flex their math skills, so I’ll have them keep track of all their weights and spending.