Well that was a nice Christmas and New Year for me. We played a lot of Santorini (my oldest daughter loved it) and some Quest for El Dorado and so on. With my other nieces and nephews (who aren’t as avid of game players) I had bought one of them some D&D stuff, but it was clearly a bit too much for them, so we tried Party of Light, and even that was a bit too much and not what they were after (they wanted less grid combat and more adventure-y stuff). So I off-the-cuff threw some rules together on vacation, and now wanted to refine them into yet another RPG for kids. I mean adults will find something fun in it too, obviously. So The Grand Adventure (working title) is roughly the result so far, which has no board/grid, so it’s easier to prepare (helps me a lot!), and has a focus on fast combat where you still get to have something fun happen on a miss, and other stuff kids tend to like (such as re-rolls and no dying – just losing overall as a party). So taking some elements from Glowquest a bit.
Anyway I’ve been looking around a bit for some title page art (premature much?!) and wanted to share some cool images. These would be recolored, touched up, and overlayed with the title.
So far I’m tending towards the colorful plant/jungle, the waterfall, and the fantastical house or airship thing. I think some simple line art of explorers could work for the inside like the series called Middle Earth Traveller by Evankart.
And here is a dump of the brainstorm document I have:
– Overall game uses no board, but has relative positioning so we can still use minis
– Above attributes are assigned Best (+3), Good (+1), Bad (-1), and Worst (-2) and two 0s.
– Stats are assigned secretly during creation
– Skill checks are D10+attr >= DC = success
— Could have a couple of named Skills that give +1
— Would be more interesting if Skill did something else, like roll 2D10 choose highest?
—- Reason being a +1 doesn’t feel hugely impactful, results in more math for mods, etc.
– Basic check should be around DC 5, which results in 60% chance of success
– Character sheet should be a half page, with instructions on what to do right on the sheet
– Then your class is another half a sheet you put below. So you have attributes/stamina/name/etc. and your spendable abilities
– Combat/attack is 3D6, do 1 damage per 5 or 6 rolled
– Most monsters have 1-2 Stamina so they die quickly
– Also gain 1 Power counter (likely just glass beads) per: miss, roll of 6, and doubles
— For example rolling 1, 3, 5 would be 1 damage, no Power
— Rolling 3, 3, 5 would be 1 damage, 1 Power (from doubles)
— Rolling 1, 2, 4 would be 0 damage, 1 Power (from miss)
– Only have a set amount of Power available from the glass bead pool, so players are encouraged to spend and not horde
– Power is spent on class features, like a whirlwind attack for a Berserker or a Double Shot for a Ranger or a Healing Word for a Healer, etc.
— Almost like Surges from Glowquest
— Try to avoid a generic list of spendables (at first?) for heroes. DM would only have a generic list most likely, to save on monster creation time
– Max spendable Power cost is 4
– Power is reset to 0 at the end of the battle
– Every hero gets 1 re-roll per encounter, as kids like re-rolls
– Math odds for attack https://forum.rpg.net/index.php?threads/odds-of-rolling-at-least-one-5-with-xd6.776415/
– Heroes have 5 (?) Stamina total, and take Damage (counting up from 0). If they reach their max Stamina, they are placed face down and the party loses 1 Resolve
— At the end of a turn face down they stand back up with 0 Damage (fully healed). So basically miss a turn by dying
– Resolve is set at the start of each session, likely 4. Lose the game or have dire, critical consequences if 0 Resolve remains
– Magic used outside of combat costs 1 Stamina
— Help balances when to use it. Magic doesn’t boost Skill check, just gives more options/tools
— Maybe non-Magic classes have better base stats like more Stamina or damage per hit or something
– Classes can level up and choose new bonuses and power spenders (need a name – Ability most likely)
— For example a lvl 2 Berserker could choose a Blood Rage skill or a Deadly Chop or +1 max Stamina or a new Skill or some combination of all
Knight (sword+shield defender), Healer (duh), Savage (offensive melee), Archer (ranger type), Shapeshifter, Wizard (uses fire/ice/earth/wind elements), Shaman (uses summons?)
– Races eventually, which give a Power spendable ability, such as Elf having “1: Keen Sight”
— Could also provide a +/- to attributes like +1 Strong
– Initiative is just whoever wants to go first, then DM acts after each player, as usual. A turn order token to pass to the next person seemed to help a lot
– Choose only 1 Item at the start. No Party of Light style split between normal/magic items to begin with
– Make a list of magic items (by name only) for ease of handing out
– Currency? Gold coins makes the most sense, very basic though? 10 Gold = 1 Item?
– Need a broad world map for where they are going, seemed to help a lot