Picked up the young adventurer books thinking that they had simpler kid rules, but I guess they have no rules (you’re supposed to just be motivated to buy a starter set or something). So I played with my niece (8) and nephew (5) without any rules and they LOVED it. Right after our first short adventure they wanted to play again.

I basically just made them roll for anything they wanted to do in combat and took turns as usual. Let them roll to respond to any attack back at them. No HP, just descriptions of injuries.

They loved upgrading their swords into go-go-gadget everything weapons with buttons to shoot spikes, or light on fire - so I let them. Even the boat they needed had to become a sword upgrade magic inflatable raft haha.

Anyway, highly recommend for young players.

  • Buddahriffic@lemmy.world
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    7 months ago

    A DM that understands monkey’s paws can help with the power hungry. I was a power hungry player back in high school and played a game in a low rules setting with a ahape shifting character I thought was broken. The DM allowed it and it worked because you can try to do awesome stuff but still fail even if it’s possible for your character. And often it’s more fun to succeed but then have to deal with some other curve ball.

    That same DM later ran a game intended to be like Devil May Cry, where the whole point was to do cool epic shit. The more descriptive and awesome your description of what you wanted to do, the more likely you were to succeed. You’d have a higher chance of catching a sword mid swing and judo throwing the wielder than just dodging the attack.

    After those games, I don’t really care about the rules anymore. The flow of the game is more important. Arguing about what can and can’t be done isn’t fun and no one really wins.