I haven't said anything about role-playing games yet. Now's the time. Kids are returning to the library, and my county is, as of last week, completely shorn of Covid restrictions. Good idea or not, this means we'll be crowded soon, and require activities to keep those kids busy. We have plenty of board games, a couple card games, a rug with chess and parcheesi boards, papercrafts, stories, my badly-played guitar...
The theme this year is animals, and I may post another time about some of the different RPGs available where you play various critters. (One of the best - but most confusing - things about games is their incredible variety.) For now, I'm going to discuss "lite" rulesets that I've experimented with and found perfect for beginner players (and their parents, and their game-masters).
My first was Tracy Hickman's XD20, which I discovered via this review on rpg.net.
I ordered his book at once. It was a touch disappointing. The thing is, it's not actually a game, or a guide for newcomers to roleplaying. It's a rather bizarre mix of gaming humor, the life of a game designer, how-to-do magic tricks, and advice for dungeon masters (The "D" in XD20). It recommends a rather balls-to-the-wall approach to play. These games are supposed to be exciting, so don't stand back cautiously, throw yourself into adventure!
The game, such as it is, takes up the last three chapters. But, broken down, it all comes down to a single rule for the players to remember. Just one:
"The DM tells you what to roll."
That's it.
You have a knight and he's charging at a fire-spitting dragon ten times his size? Roll an 18 or better on that twenty-sider. Oh, he has flame-retardant armor and a magic lance? A much better chance now, say 11. Does he want to charm a princess? Roll a 5. Cook a five-course meal? A 20 - obviously he lets underlings do that for him and would be lost in a kitchen - though he'd be fine cooking over a campfire in the wild, say 7 or better. Clean his armor? No need to roll, any knight knows how to do that.
Once I discovered this method, I never looked back. It takes no thought. There are no charts, no lists of equipment, skills and spells. The DM picks a number, and you roll. In wargaming, the Germans called this Free Kriegspiel - the DM determines everything, and there are no rules other than those in his head.
This is difficult for him, but it's absolutely wonderful for the players, who just have to play. No math to do, no rules to remember. Just adventure.
Also, these rules (and those following) work for any game, any genre, any period.
Searching for other, similar games, I came across the RPG Tinkerage blog, written sporadically by Andrei Baltakmens. I've tinkered with and playtested his games ever since, and he's been kind enough to let me rewrite and distribute them to the kids and teens I play with.
Here's a D20 adventure game - The first of Andrei's games that drew me; basically a (slight) expansion of XD20. I've expanded on Andrei's rules myself in a few different varieties.
The rough chances - A basic D20 chart is all you need to run basic games. Just assign an appropriate chance of success to a character's task.
And Play - Rough Chances with D6 rather than D20. Handy for giveaways, since virtually any home will have a couple six-siders somewhere.
Play the World A newer game with a more even mechanism, it uses 2D6 rather than 1D6 or 1D20. Why? Because two dice provide a bell curve with "average" results. (This post provides useful guidance as to what the results might mean in-game.) It is deliberately similar to the earliest forerunners of what became Dungeons and Dragons. For that reason, it appeals to me as something I can legitimately advertise as "D&D for Rank Beginners." Because library administrations prefer formal, planned programming.
But that doesn't mean I have to spend hours or days planning it. My game sessions are typically on the fly. When the noise rises in a crowded computer lab, I switch off three or four computers and instruct the kids on them to come to the nearest table instead. Then it takes just sixty seconds (not kidding) to build characters, and we're off, usually with a challenge or small dungeon I've slapped together in those same sixty seconds.
To show you how quick and easy it can be, here's an entire game in less than a hundred words, complete with sample character (based on my grandfather):
- Choose a genre (fantasy, adventure, space opera...)
- Name a character (gruff dwarf, daring archaeologist, crack space-pilot)
- Add a few skills... (mining, swashbuckling, piloting)
- ... and some gear (axe and ale mug, pistol, hat and whip, blaster and laser sword)
Start play. When attempting a task, choose a likelihood of success on the following chart and roll that number or higher. If desired, roll again to suggest effect.
2+: Probable
3+: Likely
4+: Even chance
5+: Difficult
6: Exceptional
Name and role: Private Joe, 13th US Armored Division, 1945
Skills: Rifle, Tank Operation, Cooking, Punching Racist Officers
Gear: .45 pistol, goggles, winter clothing
Obviously, you could run a simple skirmish wargame with this character; you could even use these rules for larger battles. But that's for another post...