The kids want to play too.
Really. They've bugged me about my game nights for a year or so now. I've thought about it before but I had no system to use for fast and easy to handle game. Now, I got Dungeon Crawl Classics (from Goodman Games) for birthday, and after little reading it might be correct combination of ease of understanding and still moddable enough to allow for young folks.
For initial one-shot, I'm going to abuse the Isle of the Rat Wizard for Far Away Land RPG. It gives me easy enough initial point for 0-level funnel with shipwreck and all, and has nice combination of RP, potential combat, and sorcery (that no initial DCC PCs have). Ratlings are easy to convert into DCC monsters, the hairpies- not so easy, but doable. I'm thinking to change the epynomyous Rat Wizard into a human magic-user to avoid balancing issues, although balance isn't my prime concern.
As to DCC itself, I might reduce the criticals to less descriptive... and overall lessen the grimdark feel. But the system itself is about as good as it goes, since if the kids want to play more I'd like them to consider magic dangerous (and hence keep it in the corner for villains and mysterious helpers) and consider more mundane careers. I'm also going to keep magic items more Disney-like for starters to give them something to attach themselves.
We'll see how it goes, if we ever get to it.
Fallout campaign has somewhat advanced in planning. I decided to further take more abstract route, more close to F2 than FNV. In the future the places are roughly located in the map (using google maps), and use more description in the locations than the routes. Random encounters are incoming, still to decide wether to use broad areas based on factions or more locale based on enviroment.
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