Well I booked an upcoming session of Party of Light with my nieces who I made the game for, and as tends to happen an imminent game spurs me into creative, productive mode. So I updated Party of Light slightly to v2.5. So still a similar level of complexity and the same basic idea to the rules. I tweaked a few wordings and expanded an example section in the core rules. The biggest addition has been the “Action Ideas” document, that gives a list of actions/effects that could be done on your turn. These can be combined and expanded on as desired by the players. I also put together a very simple Monster Sheet that helps me (the Villain!) organize my baddies. Oh, and of course, an amazing title page and new interior art! Finally found a larger size image of what I used before for the title page, which you can see here: new title page.
So here ya go, ya salty sea dog: Party of Light v2.5 PDF
Now as you know from my much loved Fickle RPG I’m not much for giving the players lists because the vast majority of their time they restrict themselves to the list only. But that’s a game for adults, and in Party of Light I think a bit more guidance would help the kids. It’s not like they are familiar with grid based combat effects from their vast lifetime of computer games and other RPGs or something.
So the action idea list helps that. As you might remember, Party of Light uses a scaling dice system where you are always looking to roll 5+, with Easy using D12, Normal D8, Hard D6. So 66% chance, 50% chance, 33% chance. Simple and smooth and introduces kids to other weirdly shaped dice. For deciding which dice to use you start with Normal which gives you 1 outcome/effect, such as damaging the target. If your action is with your Best statistic (so swinging a sword with Might, or casting a spell with Magic, or taunting a monster with Mind) then it becomes 1 “step” easier. For each additional outcome/effect you move 1 step harder. So you could damage the target, heal yourself, and push another enemy for +2 steps (so Easy -> Hard).
But previously thinking up those actual outcomes/effects was tough for the kids. This list will help that. The options can be combined as desired, so an Ice Storm could be Ranged (apply at any distance), Radius (hit target and hurt those around), Basic (as damage). Or a healing shield could be Basic (but +Stamina instead of damage) and Block (saving throw vs next damage).
Anyway the main page has been updated with the rules or you can grab the PDF above.