Mouse Guard Risus with Sean and Kaylee (and Zoe!)

Last night, I swapped out normal bedtime activities for a little RPG fun with Sean and Kaylee, as I have been known to do.

For some reason, I always seem to ‘find the time’ to do this sort of thing on a night when I have a hard stop looming (in this case, a Star Wars game at 8pm), but we did manage to get the evening sorted out pretty quickly, giving us close to an hour to play.

Since we’d last played Mouse Guard (using a variant of the Risus rules set), I’d done a little shopping, and picked up a couple cool, custom Mouse Guard lego figs from crazy bricks – mix them together with a some weapons from Brick Arms, and we had pretty good minis for Conner and Laurel.

Do I need minis for this game? I do not. Not at all.

Did I want them for the kids to play with anyway, so they can gave Mouse adventures whenever they want? Yes I do.

So we grabbed our dice-rolling frisbee (hot tip: have smaller kids roll their dice in a frisbee or something similar – it really keeps the dice-chasing down to a minimum), the index cards on which we’d scribbled character sheets last time and, with Zoe tucked in and Momma running some evening errands, sat down to play.

“So, in case you don’t remember…” I began.

“We really need to figure out what happened to that postmaster mouse from last time,” said Sean, fiddling with his minifig. “If we can’t find him, there’s no way for Elmoss to get mail.”

I blinked.

I mean, seriously: the kid is five, and we haven’t played in two weeks. He can’t remember where he left the socks he had on five minutes ago, but this… this he remembered.

“I’m impressed, Seanie,” Kaylee said. She looked at me. “All I remember from last time was talking to those robins.”

“Right?” I said. “Okay, let’s investigate that house where the postmaster was attacked.”

Our Heroes

Laurel (redfur, purple cloak)
Experienced scout guard mouse (4)
Animal spirit-talker (4)
((Falcon, my monarch butterfly companion (3))
Lucky shots: 0 0 0

Laurel travels light, with a narrow-bladed sword, a few daggers, and small pack of supplies.

Conner (brownfur, red cloak)
Sneaky guard mouse (4)
Heavily armed fighter (4)
(Buzzer, my dragonfly buddy (3))
Lucky Shots: 0 0 0


The two guardmice, with the assistant post-mouse in tow, went to the head postmouse’s home and started investigating. Windows were damaged. The front door was torn off the hinges, and the inside was in worse shape.

“I think I know what it is,” intoned Sean, as Conner. He looked at me, face serious. “Blood-eyed owl!”

“Please no,” Kaylee whispered.

I'm with Kaylee on this one.

“Well, I said,” something like an owl couldn’t get into Elmoss without people seeing it, and probably couldn’t get inside the house. It was definitely something bigger than a mouse, but not huge. What do you want to check out?“

The mice did some digging, and discovered some footprints in the flour scattered around the kitchen. Laurel (Kaylee) was able to identify the prints as weasel tracks, and Conner (Sean) realized they led down into the cellar.


Right about here, Zoe (two and a half) decided she wasn’t ready for bedtime, and showed up at the edge of the table, staring wide-eyed at the dice.

“Can I play? Pleaaase?”

Yeah, I’m not going to say no to that.

“Zoe, do you want to play a butterfly?” Kaylee asked, pointing out her sidekick to me.

“No.”

“It’s okay,” I said, pulling my youngest onto my lap, “I’ve got an idea. Zoe, what do you want your mouse to be named?”

Emilie (brownfur, blue cloak)
Jumpy tenderfoot (4)
Assistant Postmouse (3)
(Stinkystripey, my bumblebee friend (3))
Lucky Shots: 0 0 0 0 0 0

“I- I’m c-coming with you,” said the assistant postmouse as the two guards headed down into the cellar.

The three mice got into the basement (some confusion here, as Zoe thought we were supposed to pick up all our things and go down into our real basement), and found a tunnel dug through the side of the cellar, behind a big shelf.

“What would a weasel want with a postmouse?” Laurel wondered. “It’s just strange.”

They followed the winding tunnel (hand-dug, but seemingly not that new) until the air began to change, becoming dustier and more mildewy… then it opened into a much broader space: the many-pillared spaces of Darkheather!

Laurel was astonished – she had no idea Darkheather extended so far under the Territories.

The mice looked for more tracks and, while they found none, spotted a light in the distance and crept toward it as quietly as possible (something Conner excelled at and the other two… well…)

As soon as they could make out voices and the sound of flowing water, they stopped. The weasel and the mouse where talking, and they didn’t sound like enemies.

“This bag is full of nothing but papers!” the weasel hissed.

“Those ‘papers’ are every message Lockhaven’s sent through my offices in the past year,” the postmouse explained. “With that, you’ll know everything they’re planning.”

“RRRRrrrgg,” the weasel growled. “I’ll take this to my masters, but if it isn’t as you say, I’ll be back here for our gold, and the next attack won’t be false.”

“Fine,” said the mouse. “I’ll be gone, in any case. I’m dead here – off to a new town and a new name. I’ll be in touch once I’ve settled in.”


“Can we grab that mouse?” asked Kaylee.

“Sure,” I said, “but the weasel’s in a kind of canoe in the waterway, and he’s already got the letters, so…”

Her eyes went wide. She turned to Sean. “Get. That. Weasel.”

Laurel moved to pin down the postmouse (working with her companion), while Conner charged straight at the weasel.

“What are you doing?” I asked.

“I’m going to jump right at him and chop his nose into pieces!” announced Sean, and he did… something with his mouse figure that snapped the blade right off his little plastic sword. Oops.

Kaylee rolled enough successes (we’re counting 4, 5, 6 as successes – part of the Risus Guard rules I’m using) to pin down the postmouse, and Zoe had her bumblebee buzz right at the weasel’s head to distract him.

Sean came in, rolling his four dice, and got two sixes and a five.

Now, in this system, sixes explode, so he can roll two more dice and count them.

Two more sixes.

Roll again.

Six and a two. The kids are howling with glee.

Roll again.

Five.

“So… that’s… seven success… on four dice.”

“Daddy,” said my wife, who’d been listening in from the next room. “I think he got him.”

Indeed.

Taking Sean’s minifig mishap as inspiration, I described Conner leaping out at the weasel and chopping the sword down into the weasel’s nose so hard it went right into his head and stuck, breaking the blade off before the weasel tumbled into the water. It was a real “Lieam versus the snake” moment.

Flawless victory. The mice retrieved the letter satchel, turned the traitor postmaster over to the locals, and prepared to head back to Lockhaven to report to Gwendolyn.


Hindsight

Zoe did great! She loved rolling however many dice I asked her to roll, and could even sort the successes from failures easily by focusing on pulling out the 1s, 2s, and 3s. Time to order a third mouse guard minifig…

Sean’s ability to keep track of everything from session to session impresses me, especially because he never seems to be paying attention until right when he needs to roll dice (don’t know where he gets that from…)

Kaylee, at 10, is much more interested in the larger mystery, and she’s so supportive of her siblings, even though it slows things down a lot and means we don’t get as much covered. She said something like “all I did was pin a mouse down in the fight, but… Sean’s roll was so awesome, it made up for it.”

And, just to reiterate: Roll dice in a frisbee or something similar – it really keeps the dice-chasing down to a minimum.

So: good game, good fight, good night!

Emilie, Emilie, jump up and down. Original art by Drexilwatcher.

Mouse Guard Risus with Sean and Kaylee

Last night, I swapped out normal bedtime activities for a little RPG fun with Sean and Kaylee. I’ve done this in the past, and I’ve even done stuff with Kaylee and Sean before, but it’s been quite a while since we’ve been able to find time (blame moving, swim practice damn near every night, too much homework, and a two year old who’s neither ready to play, go to bed, or leave the big kids alone).

I didn’t have much time, but I’d kind of promised a game of some kind to Sean, Kaylee allegedly had her homework done, and dammit I wanted to do something.

That something, somewhat unexpectedly, turned out to be Mouse Guard.

Last week, Kaylee was poking around my gaming shelves. She pulled out a copy of the Mouse Guard RPG, asked what it was, and basically lost her mind when I told her it was a roleplaying game based on Mouse Guard. This reaction was unexpected; we’d been pitching game ideas for the last couple months and hadn’t really hit on anything that totally thrilled both of us, and I knew she and Sean both liked the comics, but Mouse Guard simply hadn’t occured to me.

So: setting and story solved — all I needed was a system.

Now, I’ve run the official version of the game in the past, and it’s fine – parts of it are brilliant – but it’s not something I’m going to play, these days. I wanted something lighter, something five year old friendly, and aside from all that something I personally wanted to run.

I got pretty excited when I found Mouse World – the author mentions the documents aren’t quite done, and he’s totally right; but while they may need an editing and reorganization pass, they are absolutely playable, and Kaylee and I took a few minutes this weekend to make up a guard mouse scout named Laurel. I love the PtbA mechanics, and I already know Sean can handle adding a couple d6s and a stat. The fact the MW hack uses checkbox conditions rather than hitpoints is another pro-kid vote in favor.

I’m looking forward to running the game at some point, but that didn’t end up being what I ran last night.

When push came to shove and I was moments away from the forty minute window we had to play, I decided on Risus, with a few optional rules added.

Risus has been around quite awhile, with a very dedicated fan base, and has a deserved reputation for being light and easy. It also has a rep for being a silly, comedy RPG (partly due to the author’s undeniable humor in presentation), and while it can certainly do comedy, I’m quite sure it could do lots of other stuff as well. I’d already been thinking about it for Star Wars, and had refreshed myself on some of my favorite optional rules, so I grabbed three six-packs of d6s for me, Kaylee, and Sean, some index cards, pencils, and headed downstairs.

Risus characters are pretty straightforward. You get ten dice to allocate to character-defining cliches (and a few other things), and when you want to do something, you pick the cliche you want to use, roll as many dice as the cliche has for its rating and, in the basic rules, add them up and see if the total is high enough. Here’s what we came up with:

tmp_808-Laurel - purple-redfur-1053912813
Laurel (redfur, purple cloak)
Experienced scout guard mouse (4)
Animal spirit-talker (4)
((Falcon, my monarch butterfly companion (3))
Lucky shots: 0 0 0

Laurel travels light, with a narrow-bladed sword, a few daggers, and small pack of supplies.

 

tmp_808-Mouse Guard Conner-771518943
Conner (brownfur, red cloak)
Sneaky guard mouse (4)
Heavily armed fighter (4)
(Buzzer, my dragonfly buddy (3))
Lucky Shots: 0 0 0

Any Risus-heads will recognize the optional rules we’re using so far: Sidekicks (trade in one die for a three-dice rated companion who can help you out sometimes), and Lucky Shots (trade in one dice for a pool of three renewable dice that can be added to any roll (one per roll) as a boost).

The only other optional rule I decided to use that’s pretty close to the rules for Simpler Risus. (I don’t know if that name is accurate, to be honest, but it’s something I wanted to try out.) Basically, instead of rolling your dice and adding them together, you count the dice that come up >3 as Successes. There were two main reasons for this:

  1. I generally like success-counting combined with ‘success at cost’ for failed rolls.
  2. Sean can certainly add up a bunch of dice (he started rolling and doing exactly that as soon as I handed him his set), but I knew from playing Hero Kids that at his age it’s much faster to have him separate the dice into high and low piles after a roll. Whenever we play, time is the big limiting factor to play, so this was a no-brainer.

Also, at his reading level, a *World character sheet isn’t going to fly. I needed something he could read.

(I may do something like Mouse World conditions, rather than the Risus diminishing dice pools, but it didn’t come up in play this time, so who knows?)

Why didn’t you just run Hero Kids, with mice, like you’ve talked about doing before?

I couldn’t find the books. 🙁

I think they’re still in book boxes until our basement is finished. (Just a few more weeks!)

Blah blah blah, rules-nerd: What happened in the GAME?

Right. Time to play. We now have 30 minutes.

The spring thaw has come, and with it, Gwendolyn’s first missions of the season. Laurel and Conner are dispatched to Elmoss with a satchel of mail. (Normally, she’d send at least three guard mice, but as Laurel is an experienced scout and grew up in Elmoss, it’s just two of them.)

I started off by asking Laurel to check the weather and plan their route. I told her she’d need a lot of successes to do a perfect job (4), because success-at-cost at that point in a mission is fun, but she shut me down with a perfect roll of four successes on four dice. Nevermind, then.

Basic route charted, I let the kids decide who was going to be the trailblazer (finding the best route forward, on the ground), and who would be the lookout. Laurel was the trailblazer, since she’s a scout, and we figured Conner was good for roaming lookout, since he’s sneaker. In this, both kids rolled, and came up with a few successes each. Laurel guided them along well enough, and things are going smoothly until they hit a wide, fast-moving stream that isn’t supposed to be there – spring runoff has cuz them off and left Laurel scratching her head on a muddy riverbank.

Meanwhile, Conner catches the sound of some birds approaching. He can’t find them in the overgrowth, but sneaks back to Laurel without alerting them. The mice hear them coming, and not knowing what kind of birds they might be, take cover.

Turns out it’s a couple ruffled looking robins, who drop in next to the stream, drink a bit of water, and start pecking around, looking for worms in the muddy bank.

Laurel decides this might be just the help they need to get past the stream and steps out to hail the birds in their own language.

(Once success, needed two.)

Unfortunately, it’s been quite awhile since she’s spoken Robin, and she’s rusty. Adding to that, the robins are grumpy, rattled (they were just chased by a falcon!), and hungry. When Laurel asks if she can trouble them for a lift over the stream, they say they’ll do it for food: about about those two big bugs the mice have with them?

“No!”

“Well don’t be greedy, little mouse… you can’t eat both of them yourself…”

Laurel calms down and suggests the two guard mice can help the robins find more appropriate food and, once the birds have their fill, they can carry the guards over the stream.

What this means is the mice do a lot of digging and mucking around in the muddy river bank, hauling out nightcrawlers for the ravenous robins. By the time they’re done, they are muddy, grumpy, and tired, but the robins are happy and carry them over the rushing water with no more problems.

The mice continue to Elmoss, are hailed and recognized by the local militia, and enter the town. Laurel knows the way to the post office, but (very low roll) once they get there, they find only a weepy assistant, and no master postmouse.

Apparently, just the night before, something terrible happened at the postmaster’s home; the whole place has been wrecked, with doors and windows broken and off their hinges, and no one seems to know what to do.

Can the guard mice help?

Tune in next time to find out!

All in all, a fun little session, and this morning, Sean said the nicest thing I’d ever want to hear about one of our games:

“Can we play it again tonight?”

Absolutely, little man. Absolutely.

Mostly certainly prepping this for use with +Kaylee Testerman and +Sean Testerman

#gaming

Originally shared by +Rob Donoghue

Have started refining the ruleset I want to try with the little dude. Would have done it this weekend, but we played "Spy or Die Trying" instead (and it was fun!). Tellingly, the rules are refined enough that the real lifting is going to be on the actual game part of it. 🙂

Basic Focus
Ok, based on the previous post and some conversations on G+ with Bryant Durrell, I’m starting to crystallize this system in my head, starting from the Above the Earth concept. I’m going…

Still totally not running a Star Wars game

… just killing some time, making up a character with my daughter.

Nothing to see here. Move along. Move along…


Tashi Kaden

Aspects togruta bounty hunter

  • Togruta Bounty Hunter with annoying morals
  • Too honest for some people
  • I’m my family’s best hope for freedom
  • Never trust a Hutt
  • No money, more problems

Approaches

  • Leader: +1
  • Explorer: +1
  • Tech: +2
  • Fighter: +3
  • Scoundrel: +2
  • Scholar: +0

Stunts

Bad News AvezaBad New Travels Fast
Aspect: Modified Aka’jar-class long-range shuttle
Protection: 1; Demanding (Tech roll +2 to get underway)
(1 refresh)

Aveza: the pilot
Aspect: “We’re partners, or YOU can try flying this hunt of junk.”
Professional 2 (Tech +1, Explorer +2), Resilient, Sturdy
Troubling Aspect: “Fortune and Glory, in that order, please.”
(1 refresh)

Battle Armor
Aspect: Walking Arsenal with a Jetpack
Protection: 1, Exceptional (enter/leave a scene instantly)
Flaw: Demanding (Explorer +2 roll to access enter/leave scene ability)
(Refresh: 2)


Character Refresh: 2
Current Fate Points: 2

RPGs with my Family: Dungeon World

It’s been a little while since I’ve had a chance to play any “of your cool games” with my niece and nephew (see here for the last time), but my family was coming out, and I’d been informed that they definitely wanted to play SOMEthing.

They didn’t really say what, so I talked it over with Kaylee and after some back and forth, we figured we’d go with Fate Accelerated if they really wanted to play using the same system we’d used last time, and Dungeon World if they didn’t have a preference. (Kaylee was keen to do Dungeon World in a freeform setting, rather than the Dragon Age game we played about twelve sessions of this summer – she thought that setting would be “too rough.”)

Unlike last time, I’m not going to get into an actual play, because this time wasn’t much like last time.

For starters, we didn’t get nearly as much time to play as we did during the last visit; last time was during the holiday break, my sister was out for most of a week, and our two youngest kids were at daycare for several of the days, so we had all kinds of uninterrupted free time. This time, we had eleven people banging around the house, only two evenings where the kids were all staying in the same house, and we weren’t able to even talk about the game until about 9pm, both nights.

But WITH THAT SAID, I am still really impressed with the background and story Malik, Jadyn, and Kaylee were able to put together in very little time playing Dungeon World – a game meant to represent a genre my niece and nephew knew only as “pretty much like The Hobbit.”

IMG_20150829_232619

We basically started from nothing, with no background at all. The kids picked out characters to play from the stock list. Once we got to the part where everyone defined Bonds with each other, I started asking questions, and their answers created everything about the situation and the world we were playing in.

I could go into some detail, but the upshot is that after maybe a half hour of Bonds-related questions, we had a bustling, cosmopolitan city ruled by a noble class secretly infected by vampirism over the last decade. Our heroes (a former-noble thief, bard with expertise in the undead, and priest of secrets, magic, and mayhem) were dead-set (heh) on exposing the vampiric nobility to the masses and bringing down the secret regime.

This from a 10, 12, and 16 year old – two of which don’t have any real exposure to the genre, at all.

Many of the newer RPGs out there suffer (in my opinion) from a kind of assumption of familiarity from the players. In some (worse) cases, the assumption goes further, figuring the players will not only know the genre(s), but get the irony of the game/setting/mash-up — in most cases, it makes the game uninteresting or unplayable for my young family members.

In this case, I was pleasantly surprised to see a game that could take real newbies and help them get a solid game going.

We didn’t get enough time to play – not a fraction of ‘enough’ – but we certainly wished we could, because the game we’d come up with (thanks in no small part to the way Dungeon World is set up) was engaging and exciting and, put simply, fun.

Five of five stars, will definitely play again.

Summer Break RPGs with Kaylee, #5: Tearful Farewells

After Kaylee voiced her concerns with the way things were going during the last session, we started off this session by immediately addressing what was going on in her other brother’s rooms – to address Kaylee’s concern about Elana’s little nephew being killed.

While her mother wailed and beat her breast a bit, leaning on the splintered doorway and urging Elana to “just look away”, Elana looked closer, and realized that neither the woman nor the boy on the floor had the right hair color for her sister in law or her nephew. A Discern Realities confirmed the victims were the two guests of her sister in law, and that Oren and his mother must be somewhere else.

Elana figured that, if they’d realized something was going wrong in the castle, Oren would have hidden and since Elana had been his default playmate/babysitter for the last few years, she had a pretty good guess where he might have gone (actually, she had three good guesses, and checking out Oren’s hiding spots would take some sneaking about the castle).

With this information in hand, Elana and her mother set out to look for Oren and reunite with Elana’s father (hopefully).

Along the way, I had Kaylee Defy Danger to get through the castle without running into more Howe guards while she checked a few of Oren’s hidyholes. She got a mixed success, at which point I threw a couple panicky castle servants in her path. They were freaking out and wanted to run for their lives, and Kaylee wanted to calm them down and get them to stay with her and her mother. Sounds like a Parley move. Kaylee got a mixed success, so she needed to arm the servants before they developed enough backbone to stick around – this, she accomplished by backtracking to the dead Howe guards outside the family suites and taking their weapons.

Having expanded her little group, I then had a small patrol of Howe guards stumble into them (mixed success on that defy danger, after all), and we had a bit of a skirmish, which they handled fairly well (Kaylee was much less inclined to take a hit to protect a servant, but luckily for him it didn’t come up.

They eventually made their way to the main hall of the castle, where Ser Gilmore and few men are in the process of being overwhelmed by an equal number of Howe soldiers, plus two archers and a circle mage. Kaylee wanted to get the drop on the mage, so I asked for a Defy Danger (the danger being the mage spotted her and lit her up like a votive candle) – she got a complete success, which allowed her to use her Ranger “called shot” move on the mage: in this case, an automatic hit, with enough rolled damage to take him out in one shot as she and the others surged into the room. It was a brief, fierce battle, but with Wolf mucking up the archers and the servant and Elana’s mother flanking the soldiers, most everyone came out in good shape.

Ser Gilmore sent his men to reinforce the main doors (already being pounded on from outside) and hurriedly reported Teryn Cousland had headed for the servants’ entrance to keep (in the kitchens) to secure it for his family’s escape. Duncan the Grey Warden had gone with him.

Elana wanted to go her father, but wanted Ser Gilmore to go. Parlay did not work out for her in this case, and Gil stood his ground, saying he’d hold the gate until the family could escape, as was his duty. Elana nodded, resigned, and Gil ran off to the doors.

Elana and her mother headed for the kitchens, and found the halls oddly silent. The kitchen, by contrast, was a warzone – Howe bodies everywhere, in what must have been a massive melee. Elana followed a blood trail into the pantry, and found her father propped up against the intact bags of flour. Duncan was nowhere to be seen.

Father, mother, and daughter had a quick reunion, and Bryce confirmed that Oren and his mother were already out in the stables, hiding. Whew. Elana wanted to get him up and get them all out of there, but Bryce shook his head.

“I’m afraid I would not survive the standing…”

Duncan (who had been chasing down the last Howe soldier from their previous fight) returned. Bryce asked the Grey Warden for his help in getting his family to safety, and Duncan said he would, with conditions: he’d come to Highever to claim a recruit, and he and his duty demanded he find that recruit if at all possible. With Ser Gilmore unavailable… he looked to Elana.

Bryce closed his eyes and nodded. “If you get the rest of my family – my grandson and his mother and my wife away, then yes.” He looked at Elana “our duty is to protect Ferelden and then our family – in this new service, you will be doing both.” Elana nodded.

They got ready to depart, but Elana’s mother refused, saying she wasn’t going to leave her husband behind.

Kaylee’s response was a shouted “Aww come on!” and she tried to talk her mother into going with them, to take care of Oren, if nothing else. I called for a Parley, and she blew it (earning the last XP she needed to get to level 2).

“It’s your time to shine, my daughter. Tell Fergus what’s happened. Tell the King. Get away from here, and I will buy you time.”

Elana and her father had a few more words, which I’m a bit proud to say had us both smiling sadly and a little misty eyed. It was a sad scene, but a good one, and cemented Arl Howe as a long-term bad guy for both Elana and Kaylee.

She and Duncan got the stables, took up Oren and his mother, then snuck out of the the castle and into the city of Highever. There, Duncan led them to a “potential recruit” named Ser Jory – a big man with a farmer’s face and a very pregnant wife. After some talk, they came up with a plan for Ser Jory and his wife to head to Denerim (the capital) with their new “maidservant” and Jory’s new “son”, there to wait for word from either Elana or Fergus.

With that, Duncan and Elana headed for the city gates.

“Horses can wait,” murmured Duncan. “For now, we need to get away from here. Stealth first, then speed, then Ostagar.”

“And the king,” said Elana. She had much to tell him.

Summer Break RPGs with Kaylee, #4: Lines and Veils

The title for this post doesn’t have anything to do with the story of what happened in the game. It has everything to do with what happened with me and my player.

“Lines” and “Veils” are terms originally used in this context with Ron Edwards’ Sex and Sorcery, a supplement for Sorcerer. The basic idea is there’s a line that marks subject matter that isn’t allowed in-game, and a “veil” behind which lie events with are allowed, but not described in detail.

I try to be the best dad I can be, but sometimes I miss the mark. It should come as no surprise to those familiar with Dragon Age that there’s some subject matter that doesn’t suit everyone, either because it’s a bit too graphic, or (more often) because it plays hardball with the emotions, and sometimes I don’t successfully identify what those elements are, and need them pointed out.

It’s like this: every time I’ve run any tabletop game based in Thedas, someone at the table has teared up. Once it was over a dog, and I stuck to my guns. Once it wasn’t, and I realized I’d missed the mark.

This time, I flubbed up or nearly flubbed up a couple times, so by all means learn from my mistakes.

Before we played, I made a few notes about the main NPCs in this part of the story, and what they wanted, so I could act accordingly. The two main ones:

  • Arl Rendon Howe – wants to “reclaim” the seat of Highever that his family once held (many generations ago). He will stop at nothing to accomplish this, up to and including the murder of innocents. He has orchestrated a situation in which he has the overwhelming advantage, playing on the trust Teryn Bryce Cousland has in him.
  • Duncan – needs a strong Grey Warden candidate to bring back to Ostagar. He has several options within Castle Cousland, and won’t leave without one of them, unless staying means the failure of his whole mission.

Howe Treachery

In the night, Arl Howe’s “delayed” troops reveal themselves and attempt to seize the castle. This force vastly outnumbers the skeleton crew of Cousland guards within the keep, and it’s only through the quick thinking of one (now deceased) guard that the Howe forces don’t take the castle and kill everyone in a matter of minutes: most of the attacking troops are still outside, trying to bash their way through the keep’s heavy portcullis and front gates, both of which have been secured with deadman weights that take a dozen men to lift.

Although she went to bed early, Elana does not sleep well. Her rest is troubled by a disturbing dream in which she relives the earlier conversation with her father, while the face of a simpering Arl Howe transforms into the narrow, long-nosed mask of one of the fat grey-bodied rats she fought in the pantry.

It’s almost a relief when Wolf’s ferocious barking wakes her. Normally, she’d try to keep him quiet, as her quarters connect via a large common room with the other family apartments (one suite for her mother and father; the other for her brother, his wife, and their son), and she’s gotten in trouble for her furry companion’s noise, in the past.

She shushes her pet, but he won’t be entirely silenced, and continues to growl menacingly at the door to her room. Elana remembers both the pantry and her “Arl Howe as Evil Rat” dream, and both things prompt her to action: she eases out of her bed and over to a chest where she’s tossed her armor and other weaponry.

Finally, she shushes Wolf properly, and prepares to pull open her door to see what’s going on out there.

Kaylee doesn’t know why yet, but this action triggers a Defy Danger move, and I have her roll.

No one, least of all the two soldiers on the other side of the door, were expecting the result.

She nails the roll, and pulls open her door just as the soldier outside was about to kick it in. He sprawls in the doorway, doing a painful split, while his companion (holding a nocked bow), gawps.

To her credit, Elana’s first instinct isn’t to run a helpless man through. She demands to know what’s going on, but the only response is the man on the ground scrambling back and getting to his feet (she notices the emblem of Arl Howe on his shield), and the other man growling “kill her!”

Kaylee pulls a nice little tactical move, drawing back to the right and hard against the wall, so the archer has no angle on her and the closer soldier will have to come partway into the door to engage her, blocking his ally.

After some goading, the guy with the shield surges in, head on a swivel, and he locks in on Elana.

Unfortunately, he forgot about Wolf, who rushes him from the side, and with that distraction, Elana is able to run him through, just above the neckline of his armor.

This was the first point where we hit a slight disconnect between Kaylee’s expectations and the fiction. She’s played tons of games with me, but they’ve almost all been supers genre, or inspired by stuff like Avatar: The Last Airbender or pulp adventure. In short, they may have a lot of action, but generally, no one’s dying.

Basically, this more brutal fantasy setting was a surprise to her, and she hesitated more than a little when she realized her character had actually killed someone. It didn’t freak her out, exactly, but it set her back on her heels a little bit.

The archer had pulled back further into the common room, and Elana didn’t have any desire to charge a drawn longbow. Much better to engage in kind. Elana’s bow was still on the chest, on the other side of the room, so Elana dove across the doorway to get to it.

I called for a Defy Danger + DEX, and Kaylee blew the roll (and got a point of XP!). I asked her if she was going to get hit, or if Wolf was going take the damage for her (and be out of the rest of the fight) – the bow sang, Elana pushed Wolf ahead of her, and the arrow went halfway through her calf muscle. OW.

Kaylee’s character actually got the crap beat out of her during this and the next session – by the time it was all done, she was down to single digit hit points and I was skimming the “Last Breath” move.

Another side note: There’s actually a Ranger move that lets your animal companion soak a hit for you, then recover later. I wasn’t using that move (Kaylee doesn’t have it), but simply giving her a hard choice on her failed roll. Kaylee really doesn’t like her pet taking a hit in her place (also, he really does help with the fights).

Elana gets her bow while the bowman taunts her. She readies her arrow, holds Wolf back by his collar, and then whispers “Go.” Wolf charges through the door, and Elana steps out (onto her good leg) and Kaylee rolls Volley + Dex, getting perfect boxcars. The archer wastes his shot, missing Wolf, and drops before the war hound even reaches him.

Elana calls the dog back immediately and scans the large common room. Two more guards are pounding on the double doors leading into her parents apartments, making a great deal of noise (they’ve almost gotten through and are shouting threats at whoever’s inside). They haven’t noticed what’s going on on behind them.

Kaylee wants to sneak out and surprise them with her bow, and a successful Defy Danger lets her do a called shot and take one guy out before they realize she’s there. The other guy dies before he can reach her.

She rushes to the door and calls out, and her mother responds, then forces the door open. She’s donned armor as well, and has a well-worn (if not recently worn) sword in hand. Her eyes go wide at the arrow sticking out of her daughter’s leg, and tears up a sheet to make bandages while they catch each other up. Elana’s father never came to bed – he was up talking with Arl Howe, and he mother doesn’t know if he’s even still alive. If he is, he’s probably in the main hall, defending the main entrance into the keep. Her mother, once shown the Howe blazon on the soldiers’ shields, is livid and swearing a blue streak.

Her mother then has Elana bite down on one of her own arrow shafts while she works the other shaft out of Elana’s leg, bandages the wound, and tells her they need to get to the main hall.

Heading back down the common room, they see the door to her brother’s rooms, broken off its hinges, and two bodies on the floor within – one woman, and one child.

We stop there for the night.

On the whole it was a good session, and Kaylee was really into the scenes and the tactics of it, but a few minutes after she went to bed, she called me in and told me she wasn’t sure if she wanted to keep playing.

I asked her why, and she told me that she wasn’t used to the kind of fighting we were doing. I’d been going into lots of detail about what was going on the fights, but thing is, I was going into the wrong kind of detail – stuff she wasn’t comfortable with. I told her that I could be more vague about certain things – saying “he goes down” or “she out of the fight” to kind of soften things up (put it behind a “veil”), but the setting was the sort of thing where people were going to die, so we needed to be at least okay with that, or we should stop.

She was okay with “vague death,” but then went on to say she really wasn’t okay with what looked like her character’s six year old nephew getting killed. This was much more of a “lines” kind of conversation, and I reassured her that while things were pretty grim in her brother’s room, they weren’t as bad as they seemed, and if she’s trusted me to do another session, we could work through that.

So: some stuff goes behind veils, and some stuff needs to be behind a line and just not get touched. In hindsight, I should have guessed all that ahead of time, but I got wrapped up in (a) getting the narration to work with and for the rules “right” and (b) the setting and the story. My bad. I have to say, I came away from the after-session conversation very impressed with how Kaylee was able to articulate exactly what bothered her and what she wanted to do about it.

And the next session ended up being pretty darn awesome for both of us, even though…

Well.

Summer Break RPGs with Kaylee, #3: Getting Things Started

I promise I’m (almost) done mulling over game systems and talking about what might or might not work.

Instead, lets talk about the game and what really did or did not work.

Character Generation

Character generation in Dungeon World is dead simple, and gets even simpler when you have only one player, because you won’t run into a problem where two players want to play the same character class.

At least, that’s theory I went in with.

The problem is, Kaylee can’t decide between the Druid (animal shapeshifting is a big draw) and the Ranger (animal companion is almost as good as shapeshifting, plus some cool stuff with bows and dual wielding). She also takes a hard look at Wizards, but isn’t ready to with the extreme social stigma mages suffer in this setting, first hand.

Eventually (and I do mean eventually) she settles on Ranger, and after a bit more dithering, decides to be a human. Female dwarves don’t appeal at this point, and the elves backstory is (like the circle mages) a little too oppressive to be attractive.

I sell her on having Mabari Warhound as her animal companion (she names him “Wolf” to make my future narrations extra confusing), which probably indicates that she’s either very lucky, a noble, or both. She writes down a bond with Wolf (he’s smart enough for it to be relevant/changeable).

We talk a little more about where she wants to start out, and between that and the history bits that she likes, I decide to save myself some time and start out with something a lot like the Human Noble origin from the video game.

Sort of.

Welcome to Castle Cousland

For generations, your family, the Couslands, has stewarded the lands of Highever, earning the loyalty of your people with justice and temperance. When your country was occupied by the Orlesian Empire, your father and grandfather served the embattled kings of your land. Today, your father and elder brother once again take up House Cousland’s banner in service to the Crown——not against the men of Orlais, but against the bestial darkspawn rising in the south.

Blah blah blah. I get Kaylee caught up on what’s going on in Ferelden right now: rumors of a rising darkspawn presence in the south of Ferelden has been confirmed, and a royal decree has gone out from King Cailan: All knights, banns, arls, and even the two teryns of Ferelden are tƒofo lead what forces they can muster to the ancient Tevinter fortress of Ostagar (originally constructed as a barrier to barbarian raids from the southern wastes); there to unite as one army to wipe out the darkspawn and stop a new Blight before it has even begun.

(It’s possible the King was raised on a few too man heroic tales as a boy, and wants his reign to be marked by thrilling heroics, one way or the other.)

More importantly to our young Elana Cousland, her father and brother are soon leading Highever troops south to Ostagar, her father’s highest-ranking Arl (Rendon Howe, of Amaranthine) rode in today, and her father has sent for her.

The thing is, Howe is here, but his troops aren’t. The tardiness of Howe’s men is being discussed in the main hall as Elana enters; Howe is all apologies and general swarminess, but Kaylee is playing Elana especially polite and obedient, so she doesn’t say much. Her father explains that due to the troop delay, he’s going to hold his departure, but send the Cousland forces ahead with Elana’s older brother Fergus; he also informs Elana she’s going to be left in charge of the castle until the two of them return (heady responsibility for someone only just turned 16). While they talk over particulars, something Elana asks about the fight reminds her father (and me) of another visitor at the castle, and he sends for Duncan, the leader of the Grey Wardens in Ferelden, who is passing through Highever on a final recruiting search before joining the King at Ostagar to face the Darkspawn.

Duncan

I wasn’t sure how Kaylee would react to the Grey Warden showing up – maybe eagerly volunteering? Who knows?

Turns out, while Kaylee is very into the Grey Warden thing, Elana isn’t so excited, and gets a little bug-eyed when Duncan gently jokes “I’m sure your Ser Gilmore is a fine candidate, but I’d be remiss if I didn’t point out that your daughter would also make a fine Grey Warden…”

The Teryn shuts this down – he’s not eager to send all his children into war, and jokes that if he did, his wife wouldn’t let him see tomorrow – and this is what actually gets a rise out of Elana – she’s not eager to jump into the fray for no reason, but she’s even less happy about other people making decisions for her. She and her father politely snipe at each other about this (“I bet I could convince mother…” “I’d take that bet, and sell tickets…”) until her father begs off and Elana bows and heads out.

During this scene, I also mentioned Arl Howe doesn’t seem comfortable with grey warden showing up, which leads Kaylee to some actions that trigger a Discern Reality move that Kaylee maxed out – she picked up a few interesting bits from the conversation: Duncan didn’t really expect her to say yes, but felt he had to at least ask, Arl Howe is actually quite nervous at the unexpected arrival of the Grey Warden, and her father is proud that Duncan asked after her as a warden, even though he refused the request.

As a side note, I want to draw attention to the way I worded the previous paragraph: Kaylee took some actions that triggered a move – one of the ‘basic’ moves in Dungeon World that anyone can do.

This is familiar territory for Dungeon World or really * World players in general, but it bears calling out here, explicitly: there are a fairly low number of ‘moves’ available to players and their characters, and the dice mechanics for them (really the only dice mechanics in the game) are very simple: roll 2d6 and add the bonus from a relevant stat (STR, DEX, CON, INT… you get the drill). You’re awesome when you roll high, and results get progressively more interesting the lower you roll (really bad rolls also get you experience points – failure is the best teacher).

Now, the tricky trap here is that the GM does not just say “Okay, to do [whatever it is you’re doing], do a Strength check.” You could certainly play a game that way, ad-libbing your way through a series of stat checks (it’s probably the easiest way to add non-combat skill-like rolls to basic DnD), but that game is not Dungeon World.

In DW, there are no ad hoc stat checks like those I’ve described; there are a set list of basic moves, augmented by special case and character-specific moves, and each of those moves have very specific criteria that make each move available: the fiction/play needs to (1) show the character taking specific sorts of actions in (2) a specific sort of situation. Those two things then trigger the move, and allow dice rolling.

What this means is that the game system needs the players to describe what they’re doing, how they’re doing it, and needs the GM to provide “sensory feedback” for whatever they’re doing, or the dice system kind of falls apart, or at least gets really boring. Now, This rolls into another one of those rules-that-just-look-like-advice: “moves must flow from the fiction, and the result of a move should be more fiction” (I’m paraphrasing). You never say “I’m going to hack and slash” and then roll – you describe your attack (what you’re doing, and how), which then triggers/justifies/allows a Hack and Slash roll, which results in more description.

In short, in order for Dungeon World to work, you need to play (and run) it a lot more like Amber (where the fiction is pretty much all you’ve got) or classic DnD (where you only have a combat system, so everything else was usually narration/fiction), and a lot less like a tactical mini-game (modern flavors of DnD).

I mention this because I did it correctly here, in this scene, and totally screwed it up a bit later, when we got to a fight. (In other words, I screwed up the element of the game where, over the years, I’ve picked up the bad habit of allowing the game system to stand in for coming up with cool narration.)

Mischief in the Pantry (Kill Ten Rats)

Where were we? Right: Elana makes her excuses and leaves Duncan, Arl Howe, and her father to talk.

She doesn’t get very far before Ser Gilmore finds her. Gil’s a good friend, only a few years older than her, and they grew up sparring together (against her mother’s half-hearted protests); Elana was more than a bit jealous when he was knighted two years ago. Gil informs her he’s on a mission from her mother: Elana’s dog (the Mabari war hound I mentioned) is in the massive pantry of the castle’s kitchen, Nan the cook is hot enough to boil water, and mother wants her to fix it.

Elana heads off to do so, with Gil tagging along (“to make sure it’s done, before your mother can find me again”). She gets to the kitchen, where Nan is threatening to skin her dog, and the kitchen servants are flat-out refusing to go into the pantry with “that beast” going crazy in there.

(Luckily, Kaylee and I know very well what a loudly barking dog is like – my imitation of this sound brings our own war hound racing into the room, quite confused.)

They head into the pantry. The dog isn’t chewing anything up or eating a prize roast – he’s sort of pacing, growling, and randomly barking his head off. He settles down somewhat when Elana gets there – less barking – but actually gets more anxious and antsy. Elana tries to figure out what’s going on, and a Discern Reality roll tells her that her dog’s body language is “Oh good, someone who understands me is now here and can FIX THE THING,” and that Wolf’s main stress seems to be focused on the back wall of the pantry, where there are a bunch of flour bags stacked up vertically. (“Like bowling pins,” is how Kaylee summarized it.)

Elana pulls one of the bags out of the way, and it comes apart in her hands; it’s been chewed through in the back, as have quite a few of the other bags, and the culprits – massive rats, “grey-bodied and fat, like ticks” – first cringe back and then burst into the room, swarming toward Elana.

Combat, as they say, ensues.

So here is the bit where I kind of screwed up. The introduction of the rats was suitably tense and creepy and really got Kaylee invested, but once the fight actually got going, my GM-ing muscle memory defaulted to something like “okay, it’s your go, roll hack and slash…” which is kind of terrible.

One of the main reasons it’s kind of terrible is because the GM doesn’t roll anything in DW – it’s all player rolls. If you do hack and slash, an awesome roll means you hit the guy and shut his offense down, a decent roll means you basically trade damage, and a bad roll means it’s all bad guy damage, incoming. So… if there’s little to no narration going on, it’s literally just a series of rolls by the players until the numbers on the paper all hit 0. Terrible with a group of players, outright horrible with only one player.

Luckily, I didn’t fail with the fiction more than a few times, because the dice system pushed me to come up with stuff on mixed results and failures anyway, which is FANTASTIC, because it forces the GM to figure out the fiction and come up with interesting failures, even if their default is kind of lazy “okay, your go, roll” stuff.

During the fight, I used mixed successes and failures to put some hard choices to Kaylee, including:

  • You can get the rats off you, or get them off your Dog. Who’s getting clear and who’s taking a hit? (She protected her dog. Good girl.)
  • You can leave yourself open to danger from behind, or cover Gil from the rats on the shelves he doesn’t see. (Again, covered her ally, not herself.)

The rats were wiped out (I made a ‘kill ten rats’ joke that Kaylee didn’t get, because I’ve failed as a father), Gil bandaged her injuries (“before your mother sees”), they calmed down the kitchen staff, and headed out with Wolf in tow.

The Dog Named Wolf.

After that, it was a bit more roleplay with Elana and her family members (Father, Mother, her brother Fergus, his wife, their son (her nephew Orin, ten years her junior and often her babysitting responsibility) and their “casual” noble guests (a friend of Elana’s sister-in-law, and her son, about Orin’s age).

Then Fergus rode out of the castle with all but a few of the Cousland guard with him, and the rest of the family had an early night.

Took awhile to talk about it, but the session was fairly short (as most of ours are, since we squeeze them in where we can), and we picked up in session two with a bad dream, and Wolf waking Elana up with some godawful loud barking in the middle of the night.

Post-game analysis

It was only after Kaylee was off to bed and I was replaying the session that I realized what I’d screwed up during the combat and, knowing what sort of things the NPCs were going to be trying to accomplish in the next session, I made a mental note to really go big on description/narration, so Kaylee would (a) follow suit and (b) have something to work with for her own narration.

This was absolutely the right thing to do, but (as I’ll share in the next post), there were some problems with going too big with narration – a “lines and veils” issue that I had to sort out with Kaylee, and which almost killed this game before it properly got going.

More soon!

Summer Break RPGs with Kaylee, #2: Dungeon Age? Dragon World?

So I’m pondering Dungeon World with only one player, but player characters in DW need bonds with other characters, and maybe I can solve this with… companions? Persistent NPCs the player’s character can interact with in depth? This tickled something at the back of my brain – a region scientifically known as “that bit that makes me give BioWare too much money.”

As I’ve mentioned, I like Dragon Age (the RPG) and that’s at least partly because I love the setting for the Dragon Age video games – Thedas is a rich setting, and more than that it manages a potent mix of fresh invention and classic tropes – one might almost say cliches – of the genre; in many ways, there’s nothing especially new about the world BioWare presents in Dragon Age. Rich history, countries VERY OBVIOUSLY AND DIRECTLY based on real-world cultures, a rising evil, and a hero leading a motley band of misfits to save the world. It has, to put it lightly, been done.

But BioWare does it really, really well (most of the time). Then they do it again, then again, then again…

In short, it occurred to me that if I wanted to front-load some kind of heroic fantasy “thing” in a world with which I was quite familiar and which I already associated with the kind of “hero plus a double handful of role-play-linked NPCs”, I could hardly do better than starting with Thedas.

Thedas

With that said, there are all kinds of potential red flags with using this sort of solution with Dungeon World, mostly having to do with the fact that the game expects a lot of world building to emerge in play. But I had a pretty solid counter argument to that:

“Fuck it, it sounds fun.”

Still, I needed to make sure Kaylee agreed, so one evening we sat down and I went over the setting from roughly -6400TE to Sometime Yesterday Afternoon to see if anything in there sounded cool.

Result: LOTS of stuff sounded cool to her. The challenge then shifted to narrowing down to one or two places (both physically and temporally) that really grabbed her. We eventually winnowed it down to:

  • The Qunari arrival in the lands of Thedas (Zen-Communist Utopia Warriors invading evilish wizard empire).
  • The Grey Wardens (secretive organization dedicated to stopping the recurring arch-demon-led “Blights” that rise up to wipe out all life – who seem to know the only way to stop the Blights, with members from all sentient species and all disciplines).

We also talked about the various countries, and she really seemed to dig the reverse feudalism of Ferelden (where a noble’s job – one they can easily lose through incompetence or negligence – is essentially to protect local land owners and other civilians from predation, in return for… you know, payment).

So knowing she was into Grey Wardens, thought the Qunari were pretty cool, liked the idea of fighting a Blight, and liked Ferelden, it seemed pretty obvious we could basically start off in the same time-frame for Dragon Age: Origins, and then see how far we can blow those events to smithereens and do our own thing.

Thinking on it some more, I came up with a basic list of things to watch out for, and how to deal with them.

  • Don’t let the game run on video-game rails. This one is pretty obvious, but luckily it’s also pretty easy to deal with. The thing with Dungeon World (and, conveniently, my own play style) is that rather than some kind of meta-plot of events, you want to focus on people (well… “people”), what they want, and what they’re currently doing about it (see also: Towns in Dogs in the Vineyard). Anyone who’s played Amber with me knows that my between-game prep was basically just flipping through a complete deck of trump cards for all the NPCs (and places) and thinking about what they were doing either on their own or in reaction to whatever happened in previous sessions, and then playing accordingly in the next session. This is pretty darn close to how DW suggests managing the game’s “Fronts,” and conveniently, after mumble-hundred hours playing DA:O, I’m familiar with the various Fronts in that storyline, what they’re up to, and what they’re planning to do to get what they want. Out of necessity, the video game presents this stuff linearly, with set points in the story where interference is possible, but I can just wash all that cruft away and let the thing live and breathe. Spend a few evenings sketching out Fronts in the Dungeon World style, and I’m prepped.

  • Don’t try to map every event directly. Or: “don’t try to play through every single fight in DA:O.” Again, obvious, but worth keeping in the back of my mind. I want to focus on important social and martial conflicts, focus on the fiction, and focus on what my player is doing.

  • No custom playbooks to match the setting exactly. This may be something that makes both Dragon Age purists and *World hackers shake their heads a bit. In short, I’m just going to use the “classic” classes presented in Dungeon World – the ones pretty much any fantasy RPG player knows: Fighter, Cleric, Thief, Wizard, Ranger, et cetera – and shoehorn them into the roles presented in the Dragon Age fiction. There will be some tweaks made to Paladins to focus more on anti-magic stuff (since paladins will be templars) and basically all other magic-users (from Clerics to Wizards to Bards to whatever) will, within the fiction, just be different flavors of Mages (either Circle Mages or Apostates), and I’ll probably tweak the settings on multiclass moves so the lines between the spellcasting classes are a bit fuzzier, but otherwise, that’s about it. Dwarves won’t be clerics, and I might drop clerics entirely in favor of Circle Mages who use a move to learn spells from the Cleric list, just to keep magical healing roughly in line with the setting as presented.

But mostly, I don’t think I need to customize things. As much as I like the Dragon Age RPG, there are lots of different game-system ways to present Thedas, if you focus on the fiction.

“Focus on the fiction” is one of those tricky rules-that-don’t-look-like-rules that tend to crop up in Lumpley games, and it kind of tripped me up in our first session, which I’ll write about next.

Summer Break RPGs with Kaylee, #1: Just Figuring out What to Play

My gaming with Kaylee is fairly well documented and, in general, we’ve been pretty happy playing Fate or Fate Accelerated. It’s the sort of game that let’s me play pretty fast and loose with prep, and Fate Accelerated in particular gives us the flexibility to run pretty much any weird genre mashup Kaylee comes up with. All cool.

With that said, I’ve had an itch to try some different games. There are a few reasons for this.

  • Famliarity. While it’s easy to get excited about a new setting or story, it’s a little more difficult to get excited about the game system, since she and I are both quite familiar with Fate at this point.
  • “Same-Same.” Part of that familiarity brings along a sense that all of the obstacles and in fact the characters are a little bit… similar. Five aspects. Same numeric range on the same six approaches. Same numeric bonuses from the same number of Stunts. We can mix that up a bit by going for the more detailed Fate Core version, or something like Atomic Robo, or something even just a little more detailed like Jadepunk, but there’s an increase to overhead in there that doesn’t appeal to either of us at this point.
  • Tiny bit more crunch. I don’t like the way Fate “extras” are written, and Gear is gone in the current iteration, so if I want “stuff” that doesn’t just feel like a couple more aspects and stunt to keep track of, well… It’s hard to have them not feel like that, because in Fate that’s what they are.
  • Better failure incentives. Fate actually has decent incentives for failure. The problem is, the incentives for success (and the fuel – in the form of Fate Points) are stronger, and the mechanics are such that (at least in my experience), if you fail, it’s almost always because you let the other side win, like someone’s uncle “racing” their five-year old nephew across the backyard. Success is super easy, the instinct to win is natural and strong, the ability to do is right there, so while failure is often more interesting, it’s just as often disappointingly rare.

So, in short, we’re looking for something a little different not out of any lack of love for Fate, but just to shake things up a bit, ignite some excitement for a new system to go along with a new game, and maybe get a bit more “classic crunch” in there.

Now with that said, it’s no easy thing to just grab some other game, because I’ve got some counter-criteria.

  • Relative Simplicity. Kaylee can easily deal with any game system out there, I think. Certainly, something like 5e wouldn’t be a problem, but there’s always the chance Sean will pop in and want to play. I want to make that happen, and as I’ve explained before, my guideline for relative rules simplicity is “can a four year old manage it?” (This is one of the other reasons Fate Accelerated isn’t working really well right now: the +/- of the dice, subtraction that can go into negatives, et cetera definitely does not work for someone in Pre-K One.

  • Low Prep. I have the time and ability to prep a game at the point, I suppose, but I’d really rather have something that’s 25% prep and 75% happening in the game, at least in part because playing with Kaylee is extremely hit or miss: She might be tired, I might be tired, something might get in the way, and it might be weeks or even months before some big-prep thing actually sees the light of day. The return on investment for heavy prep is just not there.

  • Two-Person Friendly. – A whole bunch of RPGs want a handful of players, minimum. I could pull out DnD 5e (and I’d be happy to do so) and run Princes of the Apocalypse, but at that point either Kaylee is running three or four guys (with minimal attachment to any of them), or I’m using a spreadsheet and rebalancing the whole thing for one character which… no. No, I’m not doing that.

So, the mix of all these things eliminates a lot of games I’d normally be quite happy to run or play, under other circumstances.

  • DnD 5e. I like a ton of the stuff I’ve seen and read and heard about this game, but both prep and rebalancing encounters for a single hero is non-trivial.
  • Burning Wheel. I’ve read some great “solo hero” actual play reports, but again the prep (for someone not entirely familiar with the rules, due to lack of playing) strikes me as a way too much. Lots of stats for everything means a lot of prep. No.
  • Mouseguard. Hits a lot of the necessary criteria (prep is a dead-cinch, I know the system, I know what I’d change, and the mechanics and setting are Sean-friendly), but it’s a bit too far the other way in terms of interesting failure – solo MG would be brutal, and frankly that’s not what I feel like doing right now.
  • Dragon Age. I like the rules, and the simplicity, and the stunt system. Honestly I just like this game a whole bunch, but balancing to one player seems like an exercise in frustration, even more so than DnD.

I toyed around with The Strange a little bit, but Kaylee didn’t seem to find the premise very interesting. I’m not confident the Heroquest dice mechanic would be very… approachable. The One Ring is great, but again I don’t think the game is really balanced for solo heroics.

I kept coming back to Dungeon World (rulebook’s been sitting on my shelf since the kickstarter shipped ~mumble~ years ago), a fantasy adaptation of Vincent Baker’s Apocalypse World. The system is light and fast, and while the dice mechanic isn’t as simple as “count how many high dice you rolled”, adding three small numbers together is doable for any potential player in my household. Its fans trumpet the ease of prep, and in one GM’s words, running and playing the game is kind of like “a diceless game that sometimes go to dice” which, to put it mildly, fits pretty well inside my comfort zone.

It all seemed to work for what I needed, except that the characters need to have Bonds with other player characters. However, I thought I might be able to make that work, assuming I could provide Kaylee with a rich array of persistent NPCs to interact with – a band of companions or something, but without the overhead of “the GM is basically playing a half dozen other fully-statted PCs.”

A band of companions…

That gave me an idea.