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A game of sorts "my rpg"

3 replies [Last post]
Biggle Bear
Joined: 10/23/2019

I have this game that I develop for personal use. But this game is a little "special". You see, this game is really a system for quickly creating other games.

When my nephew or niece visit I like to get them playing "story games". They are so creative, it is a joy to see the ideas they come up with. Mostly we just invent a game to match with whatever they are interested in at the time. Over time I realised that I was taking the same system and changing the wording and dice convention.

The general idea is...

Characters get 4 characteristics called muscle, hands, tongue and brain. But these names are always changed to fit the setting that the little ones choose. So these characteristics are really guides. For example, a knock off D&D game might call them Strength, Dexterity, Charisma and Wisdom. A school playground adventure is sport, crafts, talking and clever. And they get a couple of skills to make their characters more focused in one area.

We then improvise a story. I let them lead the story and try to balance out their ideas and challenges and lead them to a conclusion that they might learn from.

I wanted to add a few elements to the system, such as character advancement and to be able to scale the stories as appropriate. For example to be able to play a game as ants, people, cities, etc. It would be good if at every level they could continue to interact but I find it hard to figure a system that I like.

No real questions here. It was on my mind and I thought I would share. That said, nothing is made in a vacuum and I would enjoy reading the input of others.

Much love,


let-off studios
let-off studios's picture
Joined: 02/07/2011
Totally Into This

As the "funcle" in the family, I've also brought game design components with me on family visits, for just the same purpose as you describe here. The twin nephews and I usually spend an hour or two around the table, either playing something I've brought (sometimes being "flexible" with the given rules), or I'll lead them on a curious adventure in an old castle where they look for a pet bat and piles of rich stuff (and usually in that order).

My games have nowhere near the same level of sophistication, it seems, and each session is less about referring to formulated rules than it is throwing dice around and drawing pictures. However I can see the utility in adopting a system, particularly so if you do this kind of thing on a regular basis.

A game system I recently discovered on DriveThru RPG is something called the "Flex d6" system, I think. I've not played it at all, but I have reviewed the rules and some of the campaign settings. At its core I think it's something very similar to what you have created (of course, with mechanics relying only on the dice in the system's name). It has a focus on storytelling in short bursts, and is flexible, expandable, and mutable enough to be applied to various milieus with a minimum of challenging work.

In short: so, go forth! It sounds like a useful, fun system you've developed. :)

Biggle Bear
Joined: 10/23/2019
Awesome times were had by all, right

It's cool being the funcle. I make it sound more complicated than it is. I have some dice around from a game called "village of fear" if I remember right. It was a dungeon crawler for ages 5 to 9 I reckon. And I got sick of action man and doctor x fighting for 2+ hours without the right to declare my guy dead or surrendered. So i used those fun looking dice to make a very simple skirmish game using my nephew's cowboys. The complicated parts are really for my entertainment. But I think now that they are getting older a little bit of complication/formality might be good for their brain stats.

Biggle Bear
Joined: 10/23/2019
Junior Dungeon Crawler

The baby is asleep and this game is the subject of my idle thoughts. So I thought I'd demonstrate it by making a dungeon crawler game for young children.

I would start by finding inspiration for the game. Say for example one was showing the little ones some miniatures of classic heroes and monsters.

Next would be naming the characteristics.
Muscle = Hitting (or power)
Hands = Shooting (or elegance)
Tongue = Bravery (tongue represents the character's ability not only to talk well but to understand people. In this case we stretch that meaning)
Brain = Thinking or intelligence
(New characteristic) = Defense (optional. This way the players roll to avoid being hit rather than the GM rolling to hit with the monster)

The game mechanics go as follows.

Each characteristic is rated 1, 2 or 3, and that indicates how many dice are thrown. Results of 1 to 3 score 0 points, 4 or 5 score 1 point and 6 scores 2 points. To pass the player must beat the creatures' size value (1 goblin or smaller, 2 roughly human sized, 4 troll, 6 giant) plus 1 point for each advantage you have, minus 1 point for each disadvantage (a mixture of skills, equipment, fictional positioning, injuries and the monster's skills). Depending on how much of a challenge you wish to put on the little players you may give monsters more than one hit point, or not.

Player characters don't have hit points. When they fail a defense roll they get a specific injury or affliction (such as arm wound or afraid of the dark), which the GM uses as a disadvantage to their rolls. The PCs can try to heal themselves or each other if the GM allows it. PCs only die if the little one gets tired of the character or they have too many afflictions and want to start anew.

Then to make a character the players get 10 points to spend on their characteristics, each of which must have a minimum of 1 and a maximum of 3. Also they choose 4 skills, spells, equipment or weapons, which gives them an advantage to their rolls if the choice makes sense (or allows certain actions to be taken, such as casting a spell or climbing with a rope).

If monsters make their own rolls then the GM might want to make most monsters with 7 characteristic points and 2 skills. If not then one should still give them skills. 1 skill for a goblin, such as hiding, and several for a dragon, for example flying, hard skin, fire breath x2 and tail attack.

During the adventure just draw a dungeon as you go and use whatever miniatures you have at hand, throw in an event when you want and have them traverse it using stats when possible. Start with small creatures and train the players to look for advantages by having your goblins (or whatever) look for advantages. Have trolls terrify the PCs with a roar. Stuff like that.

That would probably be all I would need to run a game as and would teach the little ones how to do some basic role play in preparation to starting a D&D group with them as they get older.

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