Kids RPG Journal – #32 Printables & Handouts

With the game only days from now, I’ve been plugging at getting the printouts and handouts all ready to go. First I proofread and printed out the character sheets and any maps for the first adventure.

player character sheets and Saksaland map

Then it was time for me to write up the Dungeon World basic moves I will be using, keeping the language as concise and simple as I could. I added the icons in and realized that I never drew one for the Defend move, so I threw down a basic shield (though in hindsight, I should have had a round shield to match the Viking flavor of the campaign) with Eihwaz, the rune of defense.

Dungeon World basic moves with simplified language and custom icons

We’ll see how well the basic moves work for the boys. I’m a little concerned it will be overwhelming at first to have so many, but I think we can get through them in play.

Finally, I started printing out item cards for the first quest. These will fit nicely in the Equipment Packs from r-n-w.net. The cool products Rose and Niels (https://www.patreon.com/rpgtoons/) put out are a big inspiration for what I want to do with the boys.

item cards and paper equipment chests

I’m getting a little close to the wire on the remaining items. I have to finish writing and designing two more handouts (a quest sheet and an acceptance letter to Kraghall Academy), design and build one more table piece, and write the backstory scenario for my wife’s character. Then all that will be left is to flesh out how I want to role-play the initial NPCs.

Getting excited to roll this out to the boys and start exploring the world with the characters they’ve made.

Kids RPG Journal – #28 Setting Limits

One of the concerns I have with the game, is my boy’s tenacity to stick with one thing and do it over and over again. It can be a song, a saying, a joke, or in the case of earlier role-playing experiences, shooting things. While playing No Thank You, Evil! the boy’s would approach every monster the same way, by firing their eel-blasters at them every time. I had to work overtime to get them to expand to find other options.

While I’m sure as they play through, they’ll use a lot of other skills and resources to deal with problems, I’m hoping to not have it be an issue early on in the game. Judging by the things play-acting during the character creation stage, the shocking weapon ability may be a go-to. To get around this, I’m looking to set limitations on the number of times certain moves can be used.

I definitely don’t want to get into a resource-management style game with arbitrary limits, but I do want to encourage different options and ideas. The idea of having prepared spells is not appealing to me, it was never one of the fun parts of D&D, and with the limited number of moves already, seems overly restrictive.

I briefly toyed around with the idea of basing the ability to continually use certain abilities until the player rolled a failure, and then the ability would be gone until the character rested, but I didn’t like the option of it possibly failing the first time they use it and then not having it for the whole day, I don’t want using their abilities to be punitive.

Yesterday, I was working on finalizing the character sheets and needed to make a decision so I could complete the design. I went with an energy pool along side the health pool, so that the players can use all of their abilities multiple times in a day, but not necessarily spam them. Like health, I kept the energy pool very simplified, a maximum of six-eight “stars”, and certain abilities requiring the use of a star.

energy pool for using certain custom moves denoted by stars

Naturally, most of the abilities requiring energy are combat related, as I want to encourage more investigation and role-playing, but I did set one of my wife’s divinatory moves to require a star. These abilities are marked with a golden star next to them on the custom moves section.

stars on custom moves denoting the energy requirement to use.

This way, the moves can still be cool and the boy’s can still use them liberally, but not to the point of it becoming dull.

These are the moves I set as requiring energy to use:

  • Vicious Bite (attack)
  • Fearsome Howl (fear)
  • Thunder Touch (push opponents)
  • Storm Charge (attack)
  • Burning Touch (attack)
  • Earth Memory (divination)
  • Channel ├ľnd (healing)

We’ll see how it goes and if we don’t like it, I can always drop the energy pool concept without too much reworking.