No thank you, Evil!

My daughter and I have played a lot of RPGs together, but nothing in recent memory has gotten her psyched up like Laurelai, a sneaky kid who reads great books – the character she just made up for No Thank You, Evil!

The character concept fired her imagination, as did all of the conversations she's already imagining between herself, her "I Gotcher Back" pack, and her animated stuffy companion/invisible friend, Knuffle Bunny.

This is also the first time she's read a rulebook cover to cover in one sitting; the great design and great art has my five year old calling for his turn making a guy.

This game has the potential to be a big win in a house with stiff competition.


  1. I had the same problem with Numenera / the strange. This thing scales the difficulty range down to a d6 rather than a D20, and makes spending points from its pools to increase the chance of success a much simpler affair.

    I've been focusing on the character generation and basic rules sections, so I can't say what happens specifically in terms of role-playing rewards. I wouldn't be surprised if they don't get into character advancement very much, because they encourage people to make up new characters every session if they want to, so it may be that it's more of a narrative based, character change sort of deal.

    I bought the thing not realizing it that it was a spin-off of the Cypher system, went into the book with cold feet when I figured that out, and warmed up considerably as I read. It's a very good iteration of the rules.

    It's the sort of simplified expression of the system that may actually make it easier for me to go back and really appreciate the more advanced versions of the rules.

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