Kids RPG Journal – #39 Episode 2 Image

Last Saturday, we ran an hour-long session and completed our first quest, “Flight from the Bumblebees”. It was lots of fun and pretty wild, with lots of flailing of arms and sound-effects. I think there were a lot of learnings I took away from this one, which is pretty cool.

After 30 years of DMing, I am still learning with practically every session.

I have a lot of work to get the audio ready for consumption, as there are a lot of instances of us saying the kids’ names that I want to trim out. I’m also tempted to splice some audio in because there were a number of points where I couldn’t remember basic words like “reigns” and “wick”, so I simply flap my arms and call them “thing”.

Anyways, the audio is coming sometime this week, but I wanted to get a session recap illustration in. This one was a lot of fun and I knew what I wanted to draw right away. Each of the characters had at least one moment where they failed miserably at their task, and these were the moments everyone at the table loved the most.

second session overview initial noodle sketches.

First, I did a couple of really scribbly sketches to see how I wanted to lay it out. I don’t really thumbnail my artwork, instead I like draw noodles all over the page until one of them starts to look like something I think I can be happy with. Here, I didn’t do enough sketches of Thule accidentally throwing the bells out into the field and had to rework it a number of times on the tablet.

second session overview sketch with rough horses

Since I don’t really know what horses look like, I just put blob-like shapes with legs and then googled some illustrated horses while I was doing the “red pencil” sketching. I use the red pencil in Clip Studio just as I use red leaded pencils in my sketchbook: where I try to transition from scribbles to cleaner lines.

second session overview inks

Next comes the inking stage. Once I’m done inking I like to lay down some white flat colors behind the foreground shapes, and use that layer like a mask for coloring the illustration.

second session overview final image.

I am enjoying the refined color palette quite a bit and I don’t feel it’s too restrictive at all. We’ll see what I choose to do when I have something like magical effects, and see if I can be creative with the colors then.

I had a great time drawing Iona, Bursten, and Thule in their finest moments from the weekend. Even an unconscious Plunk, a bag full of bees, and two horse-ish creatures were lots of fun to quickly bust out, before I have to move on to the next upcoming session.

Kids RPG Journal – #36 Iona Backstory Audio

Iona of the Willows exploring an underground ship graveyard before the yarring ghost pirates came for her.
Iona of the Willows exploring an underground ship graveyard before the yarring ghost pirates came for her.

Last weekend, we ran through the first session of the Harrowlands game with the boys. Here is the backstory for my wife’s character, Iona of the Willows, where her fetch travels deep into the earth to meet ghostly pirates in a ship graveyard and has a rough encounter with a dwarf before meeting Plunk and the other members of the party.

Iona of the Willows backstory

Kids RPG Journal – #29 Character Sheets

Working on building a new character sheet and hacking a game for children borrowing elements from Dungeon World and Sidekick Quests has been really illuminating. By digging into the details and questioning how I would simplify for little ones, it made me realize the base assumptions I just follow without even thinking.

Bursten Claw-Jaw character sheet final version

I feel like I did a pretty good job of cutting out a lot of the cruft, simplifying the moves and other aspects on the character sheets to make them more user-friendly.

Simplified pools

Even though I want to promote math skills for the boys, I didn’t think that having huge numbers for the health, energy and experience pools was helpful for gameplay. I want them to see what they need at a glance, so I simplified how certain things work. Most notably damage and health.

When a player takes or deals damage, the base damage is going to be 1 health and then modifications can be added. This allows for simplified health pools and combat. This gives the ability to display health with individual icons. It’s obviously not going to be very well balanced, but I’m focusing on the story, so it may not matter.

The one drawback is that it seriously reduces the types of dice used on a regular basis. Right now, the game is geared toward using d6 for the majority of rolls. I will need to find other challenges that use the different dice, so the kids can get used to identifying and using them.

Iona of the Willows character sheet final version

Simplified Design

I limited what I have on the sheets to four sections: profile, abilities, custom moves and pools. Everything else is either on another sheet (basic moves), or have individual cards (inventory and weapons). This gives the boys easy to read graphic segments, so that they never have to search around for things in the middle of play.

┬áMaybe when the character’s go up a couple of levels, I’ll have to put the basic moves on the character sheets and then have the custom moves on their own page, but I’ll tackle that when I get there.

The liked the different colors Sidekick Quests uses for difficulty levels and whatnot to allow the reader to see where things are at a glance. My palettes are much more muted, but I took this concept for the three move results (success, success with consequence, and failure).

I’ll definitely be tinkering with the design over the course of the campaign.

Thule Bonecrusher character sheet final version

Simplified Moves

I am starting to get the hang of PbtA (Powered by the Apocalypse) type moves, and feel like I was able to pair down the descriptions and details of the moves to keep them from dragging down play, making them usable for six-year-olds. Additionally, I moved away from just making arbitrary bonuses and instead allowed the class to use more favorable abilities for certain rolls when the move is triggered.

Once game-play starts, and we’ve got a dozen sessions or so under our belts, I’ll know a lot better what changes need to be made to the custom moves. But I think that will go for all of the Dungeon World and Sidekick Quest rules I’ve  adopted and modified.

Now that the character sheets are designed and completed, I have a style I can build on. I’ll start in on monster sheets, NPCs and inventory cards in the near future.