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The Adventurer's
Atlas is your guide to the best role-playing adventure games
for young people, a sort of road map to other worlds where
you are free to explore as another character, a tour guide
of places to go and people to be (which would have
been an even better title for this section if someone hadn't
already beaten me to it). Be aware
that there is a lot of information here. Please don't
be daunted by the number of entries on this list. The purpose
is to give you several options from which to choose, not to
overwhelm you with choices.
Understanding the entries Each
roleplaying game in the Atlas is detailed with a series of
criteria, followed by a few paragraphs that supply any extra
information you may need to know. Explanations of the criteria
are listed below.
~
Publisher: The name of the company (or companies)
that publish the game. This is good to know if you're trying
to order a game from a game or book store that has never
heard of it before.
~
Cover Price: What you can expect to pay for the
game brand new, or in the case of out of print games,
a general figure of what it may cost in an online auction.
Prices listed for PDFs are for downloadable digital copies
that you can view and print from your computer. Sometimes,
these listings will include a PoD price directly after
them - this stands for "Print on Demand," a
service where the PDF document is printed, assembled into
a book, and shipped to you directly. Many books that are
out of print can be found for sale in PDF format. You
may occasionally see a "PDF & print" price
listed - this is a package deal that some publishers offer
where a PDF is sent to you to read and enjoy right away,
while waiting for your print edition to arrive in the
mail.
~
Availability: Explains whether the book is
still in print or not - which tells you whether you'll
be able to find it new in a store, as a PDF download,
or have to hunt for it in some secluded forbidden bookstore
in the slums of Calcutta.
~
Summary: A general idea of the kinds of adventures
this game contains.
~
Dice used: An explanation of the dice you will
need to play the game. If all of the "d4s" and
"d12s" make no sense to you at all, you may
be well served by a trip to the F.A.Q.
page.
~
Supplements: Explains the availability of supplemental
material for the game - additional books and online
material that expand the rules, setting, or both. Remember
- you don't usually need extra books to play a roleplaying
game; they add interest, and can fill sections of a
game that you would like to see fleshed out, but you
can function without them.
~
The Good: Positives about the game - what makes
it fun, what players will like most about it, and what features
of the game might even teach them something, if they're
not careful.
~
The Bad: Negatives about the game - usually price,
or complexity of the rules, that sort of thing. Weigh
this against the good to judge what value the game will
have to you.
~
Advisory: Elements of the game that parents,
guardians, and/or teachers may want to know about. None
of the games listed below contain graphic violence or
realistic occult practices, but those that might contain
cinematic/cartoon violence or fantasy magic are pointed
out here, so that parents and others can make informed
decisions.
ABOUT
EDITIONS In these
entries, you will see the edition of certain games mentioned
frequently. In most cases, when a role-playing
game has a new edition printed, the rules are updated - and
sometimes there can be drastic changes to them. Because of
this, supplements for one edition may not be compatible with
editions that came before or after it. It is almost always
possible to convert the material to the different rule system
once you have a working knowledge of the rules, however.
| DIRECTORY |
|
There
are many games listed here. The tables below are here
to help you navigate this page, depending on your interests.
Click on any link to jump directly to the entry for
that game, or scroll down to look at the whole list.
If
you know of a role-playing game that is great for young
people that isn't included on this list, contact me
at
and let me know about it.
|
| UPCOMING ENTIRES: 1PG Games, My Monster, Monsters and Other Childish Things, and more! |
|
AND
NOW, THE GAMES... Without
further ado (unless this counts as ado, too!), here are the
games, in a sort of arbitrary order.
| DUNGEONS
& DRAGONS |
| Publisher:
Wizards of the Coast / Hasbro / TSR
Cover Price: $35.00 each of three core
books
Availability: In print, easily found
in major chain bookstores
Summary: Good old-fashioned sword-and-sorcery,
Tolkien-inspired fantasy.
Dice used: Full set of polyhedrals
- d4, d6, d8, d10, d12, & d20
Supplements: More than you will ever
need
The
Good: Over thirty years of supplements and
supporting material (most of it from earlier editions,
but can be converted easily). Easy to find others to
play with, or who can help teach the game to you. Uses
the d20 rule system, which is used in many other role-playing
games.
The Bad: Most games require three $30
core books. Somewhat complex rule system. The name has
acquired a bad reputation that hasn't completely faded
yet.
Advisory: Fantasy magic, swashbuckling
violence
The
old, tried-and-true standby. Dungeons & Dragons
has been in print in one form or another since it first
appeared in 1974. Everybody who role-plays knows D&D,
and most of those have played it at least once.
As
a game, it can be complex, with lots of modifiers to
die rolls, and an involved character creation process.
It can be an expensive game to play, as three corebooks
(the Player's Handbook, Monster Manual, and
Dungeon Master's Guide) are necessary for most
games, and each of those will set a person back $30US
each. On top of all of that, the name Dungeons &
Dragons has acquired a negative reputation with
many who believe that role-playing games aren't safe
for young people to play (for more information on how
that isn't true, click
here) - so much so that the game is still banned
in some schools, libraries, and other meeting places.
In some of these cases, you may be permitted to play
any other role-playing game at all, as long as it isn't
called D&D.
But
with all of the negatives aside, consider the positives.
The rules are easily simplified to accommodate younger
players (see also Blue Rose
and Castles and Crusades, below).
The heroic fantasy theme of the game is a popular once
again, especially with the release of the Lord of
the Rings films (and others that are looking to
capitalize on that trend). Lots of people know how to
play, and in almost any meeting of gamers (at a store,
club, or a convention), you will find many who are interested
in playing, and possibly even a few willing to teach
the game to a newcomer.
You
can play the game with only the Player's Handbook,
if you're looking to play a low-magic fantasy game
with no monsters (the spells for wizards and clerics
are in the Handbook, but all magic items and
weapons are in the Dungeon Master's Guide).
Or you could make do with just the Player's Handbook
and Monster Manual, if you've really got
your heart set on monsters. You'll miss out on the magic
items and other campaign-building information in the
Dungeon Master's Guide, but it can be done
if you're working with a budget.
As
for supporting material, it would be hard to find another
game with more published material. The latest edition
(4e) has new material published every month. The previous editions
and versions (Basic D&D, Advanced D&D first
edition, AD&D second edition, D&D third edition/3.5) all have a huge
amount of published material, and while all of it is
not fully compatible with the latest version of the
rules, all of it is easy to convert once you're familiar
with how the rules work. Best of all - many of the old
adventures and sourcebooks are available for cheap on
eBay, and some of them are even offered absolutely free
on Wizards of the
Coast's website. Return
to the directory |
| TOON |
| Publisher:
Steve Jackson Games
Cover Price: $16.95/PDF edition
Availability: Out of print, but available
as a PDF on Steve Jackson's e23
site. For a print copy, check local game stores,
Amazon,
or eBay.
Summary: The cartoon roleplaying game
- players can make most any sort of cartoon character
they wish, then jump into a game of complete lunacy.
Dice used: 2d6
Supplements: Three big books of extra
material - Tooniversal Tour Guide (new settings
and adventures), Toon Tales (more new settings
and adventures), and the Toon Ace Catalog (more
new settings and items). All are out of print - the
Tooniversal Tour Guide is available as a PDF
on e23 - for a print copy of it or the others, check
your local game store, Amazon, or eBay
for used or backstock copies.
The
Good: Fast, light-hearted play. No character
death. Random plot tables allow for spontaneous playing
with little or no preparation.
The Bad: Try as I might, I can't think
of a single thing.
Advisory: Cartoon violence, fantasy
magic (in some of the supplements)
(This
discusses the 1991 edition of Toon, a thick,
212-page book - not the thinner book that was published
in the mid-80s. Both are lots of fun, but the deluxe
edition has much more information in it. Try to find
that one over the older edition, if possible.)
Toon
is the cartoon roleplaying game - a fast, light-hearted
game where action and chaos beat out plotting and planning
most every time. Players can choose ANYTHING for their
character type, from a wisecracking cat to a robotic
toaster, and the skills and "Shticks" (special
abilities) allow them to build the kind of character
that they like.
Toon
features a couple of unique game mechanics, such as
the Fall Down rule - if a character loses all of his
hit points, rather than die, the character Falls Down.
He becomes burnt and crispy and crumbles into a little
pile of ash, or he is squashed flat by the steamroller
and has to find a bicycle pump to re-inflate himself,
or any other sort of appropriate character demise. When
a character Falls Down, the player must sit out the
game for two minutes (in real time) while the rest of
the players go about their business. When the two minutes
are up, the character is back in the game, as good as
new (or with telltale signs of the previous misfortune
- anything goes, as long as it's funny).
Other
cartoony rules include the Walking Off Of A Cliff rule
(if this happens, your character must make a Smarts
check to see if they realize they're walking on air
- if they make it, they start to fall, but if they miss
it, they're still too dumb to realize that they should
be falling), and the Back Pocket rule (everyone has
a back pocket where they keep things, even if they don't
wear any clothes).
Players
are rewarded with Plot Points whenever they act out
their character appropriately, cause another character
to Fall Down, or whenever the player does something
that makes the GM burst out laughing. They can use these
points to improve their character's skills, buy new
Shticks, or even buy one-shot Shticks which can be used
in the next game, but only once.
(As
a house rule, I allow players to re-roll a skill check
by spending a Plot Point, mostly because characters
aren't re-used often enough to make character improvement
very valuable.)
Toon
can be played with a prepared adventure, or completely
off-the-cuff. Because story and plot take a back seat
to madness and fun, a story that makes sense isn't really
necessary. In fact, the Toon rulebook contains
an "Instant Adventure Generator" that will
help you create a wacky scenario to play in just a few
die rolls! This makes it a great game for those times
when you have a bunch of players, but nothing ready
to run for them.
Toon
is a great game to play with kids - it's easy to learn,
plays quickly, and it's full of laughs.
Return
to the directory |
| MEDDLING
KIDS |
Publisher:
Pandahead Studios
Cover Price: $10.00
Availability: In print - check your
local store, Amazon,
or order from Pandahead.
Summary: A gang of teenagers and one
'wild card' character controlled by the GM (think Scooby
Doo or Captain Caveman) investigate mysterious
happenings most everywhere they go.
Dice used:
d6s - at least 3, preferably 3 for each player.
Supplements: None as of this writing,
but some extra material can be found on Pandahead's
site, and a discussion forum for the game can be
found here.
The
Good: Lite rules system. Kids love to play
teenagers. Investigation RPGs help build research and
problem-solving skills.
The Bad: Other than a little bit of
book padding, not much to tell.
Advisory: Supernatural themes
Meddling
Kids is a little RPG designed specifically for
introducing people to role-playing. The combination
of a simple rule system with a very familiar setting
makes an excellent formula for that sort of thing. Players
take on the roles of teenagers who, along with a 'Wild
Card' character, investigate mysterious happenings,
find the culprits, and bring them to justice.
The
'Wild Card' character can be most anything from a scaredycat
Great Dane to an unfrozen flying caveman to a talking
shark or dune buggy or purple ape. The gamemaster controls
this character, and can use it as a 'nudge' if the players
get stuck for a clue or the story begins to slow down.
The
game system is very simple, (3d6 + stat vs. a target
number, for those of you who understand that shorthand)
and encourage creative play. All in all, it's a great
little book to use for an introduction to role-playing
for most anyone, kids and adults alike. If there has
to be a negative, it would be the amount of 'padding'
the book seems to have - a chart of every possible target
number complete with a sentence or two on the difficulty
it represents, for example, takes up both sides of a
page. Some of that space could have been better spent
or something else, like a list of story seeds, or something
as useful.
Pandahead
announced two other games as future releases in the
'Meddling' series: Meddling Spies and Meddling
Heroes, but the release dates for both have passed
as of this writing, so it's not clear if these will
ever be released.
Return
to the directory |
| FAERY'S
TALE |
|
Publisher:
Firefly Games
Cover Price: $10.00 PDF / $15.00 print
Availability: In print - www.firefly-games.com
Summary: Adventures in the realms of
the little people - pixies, sprites, boggans, and pooka,
and the evil, twisted goblins that oppose them.
Dice used:
d6s - preferably 6-10 of them. Stones or other tokens
would also be handy to use as Essence counters.
Supplements: PDF adventures - some
of them free - available on their website.
The
Good: Lite rules system. No character death.
Contains diceless and LARP options. Flexible system
allows for creative character building and storytelling.
The Bad: It's tough to come up with
anything.
Advisory: Supernatural themes (magic, supernatural
creatures)
Faery's
Tale is an RPG designed specifically for introducing
young people to role-playing. It uses a simple rule
system that young children can grasp easily.
Characters
can choose between Brownies, Pixies, Pooka, and Sprites
for their characters. To attempt an action (called a
Challenge in the rules), a player rolls a number
of dice equal to the character's appropriate ability
- either Body, Mind, or Spirit. Every
even number that comes up is a success, and the character
must meet or beat the Challenge Level of the
action being performed - 1 is easy, 2 is tricky, 3 is
hard, and so on. The good news is, each 6 rolled on
the dice not only counts as a success, but can be rerolled
to possibly add even more successes.
Faery
characters use Essence to power their special
abilities and track their health. Players must monitor
their Essence carefully - a faery who runs out falls
into a deep sleep on the spot, and doesn't awake until
the Narrator says that she may.
Players
can also spend Essence on other story elements, such
as creating a Plot Twist, or "catching a clue"
when they get stuck on what to do next. The Narrator
can give rewards of Essence points for acting bravely,
or suggesting complications to the story that make it
more challenging for them.
Faery's
Tale is an excellent RPG for young players, with plenty
of simple mechanics to allow them to control the story
and even challenge themselves.
Return
to the directory
|
| THE
PRINCE'S KINGDOM |
|
Publisher:
CRN Games
Cover Price: $9.99 PDF / $24.99 PDF
& print
Availability: In print - www.crngames.com
Summary: The overworked king of an
archipelago nation sends his sons and daughters out
to solve the problems of his people.
Dice used:
d4s, d6s, and d8s - LOTS of them. The rules recommend
at least twenty d6s, and ten each of d4s and d8s.
Supplements: None as of this writing.
The
Good: Game concept is based around morality
- strong moral themes, encourages nonviolent conflict
and "talking it out." Open character design
allows players to be very creative with their characters
and the setting as a whole.
The Bad: Lots of dice required - but
most veteran gamers will have enough in their stockpiles.
Bidding system may be too complex of a concept
for younger children.
Advisory: Possible cinematic violence and supernatural
themes (but only if the Guide allows it).
The
Prince's Kingdom is an RPG using a rule system
based off of the popular indie RPG Dogs in the Vineyard.
Each
of the characters in The Prince's Kingdom is
the son or daughter of the king of a nation of many
islands. There are so many islands, in fact, that the
king has been having problems keeping things in order,
so he has begun sending his sons and daughters out to
travel among the kingdom and set things right.
Players
create characters by listing strong and troublesome
qualities about them, and describing any special possessions
that they may have. When
any sort of struggle ensues - be it anything from an
exchange of words to an exchange of blows - the player
rolls a number of six-sided dice equal to the age of
their character, plus any extra dice from appropriate
qualities and possessions. The Guide (GM) rolls a fixed
set of dice as well, and the two being a bidding session,
using the die results as bids to match or exceed the
bids of the other, and describing the actions that their
characters are taking. Matching a previous bid with
one die is excellent - "reversing the blow",
two dice is a "block or dodge", and three
or more dice is a bad result, called "taking the
blow," which generates Fallout. Fallout
is used after a struggle to determine the good and bad
things that happen to a character as a result of the
struggle.
A
player who wins any struggle is permitted to add a new
quality to their character - something that they have
proven about themselves. A character who outruns a hungry
wolf can add "I have proven that I am an excellent
runner" to their qualities, for example.
It's
an innovative system for dramatic roleplaying with a
strong angle towards character development. The only
downside seems to be that younger players could be confused
by the bidding system - though this may vary from player
to player.
As
an added plus - all proceeds from the sale of The
Prince's Kingdom go to the American
Friends Service Committee - so your purchase goes
to a cause that runs parallel to the nature of the game.
Return
to the directory |
| THE
ZANTABULOUS ZORCERER OF ZO |
| Publisher:
Atomic Sock
Money Press
Cover Price: $30.00 print / $15.00
PDF
Availability: In print - see the
ZoZ page for links to stores
Summary: Fairy tale adventures in the
vein of Wizard of Oz, Chronicles of Narnia, Peter
Pan, Charlie and the Chocolate Factory, and others.
Dice used: 2d6
Supplements: None as of this writing.
The
Good: Story-driven rules help develop an interesting
plot. Many opportunities for players to help build the
story.
The Bad: The rules, though not very
complex, may be over the heads of some younger gamers.
Advisory: Supernatural elements - fairy
tale magic, talking animals, etc.
ZoZ
(for short) is a fairy tale RPG that uses the PDQ System,
the same set of rules used in Truth
& Justice, but "slimmed-down"
a bit for easier play. Players create characters with
general qualities, such as Athletic or Knight, and rate
them on a scale that runs from Poor to Master. These
qualities can help them succeed automatically in certain
simple situations, and give them a bonus (or penalty)
to a die roll for complicated situations.
Characters
take "damage" to these ranks when they fail
at certain tasks, such as combat or other dangerous
situations. The player may choose which quality takes
the damage, and that quality works at a lower level
until it can be recovered later. Taking this sort of
'damage' - or downshift, as it is called in
the rules - can generate Story Hooks that are respective
to the quality that took the downshift. So a character
who takes a downshift in his Knight quality may later
find his honor questioned at a later time, or be assigned
to an undesirable mission by the King.
ZoZ
handles failure very well, something very important
in a game for young people, by including Hero Points
and Learning Points. Hero Points are earned
for acting heroically, or when anything bad happens
(to help ease the pain!) - these can be spent on various
in-game perks, such as asking for help from a Fairy
Godmother, cashing in a favor from a someone the character
helped in the past, or much more. Learning Points are
gained whenever the character fails at a task, and can
be spent on improving the character's qualities at a
later time.
(Added
bonus - our own Agents A and N appear as illustrations
in the book, on pages 90 and 120, respectively!)
Return
to the directory
|
| BIG
EYES, SMALL MOUTH |
| Publisher:
Guardians of Order (BESM
webpage)
Cover Price: $30.00
Availability: Second edition revised
is out of print, and Guardians of Order have recently
closed their business. Check your local game store or
eBay
for a copy. A 'fastplay' trial version of the game is
available here.
Summary: Anime-styled adventures in
any genre - mecha, sci-fi, fantasy, pocket monsters,
you name it!
Dice used: d6
Supplements: Many to be found on the
BESM
product page, including Cute and Fuzzy Seizure
Monsters (a spoof of the Pokemon genre),
Big Ears Small Mouse, Space Fantasy,
and BESM Dungeon, a treatment of D&Desque
high fantasy in the anime style. Free supplemental material,
including character sheets and a couple of adventures,
are available on the downloads
page.
The
Good: Can be rules-lite. Flexible rules allow
for lots of different settings.
The Bad: No substantial setting information
- you'll need to cook one up or purchase a supplement.
Advisory: Depending on the genre being
played, can contain swashbuckling or cartoon violence,
fantasy magic, and supernatural themes. The name of
one character attribute contains a minor expletive ("_
_ _ _ Healthy!"), which can easily be changed to
something more appropriate ("Very Healthy,"
perhaps).
Named
for the typical facial features of your average anime
character, Big Eyes Small Mouth (or BESM
for short) is a multi-genre anime roleplaying game.
This means that many different settings can be played
with the rule system - sci-fi, high fantasy, cyberpunk,
mecha, or any combination of the above.
BESM
sports a simple, flexible game system that works well
with most genres. The biggest downside to the game is
that it doesn't contain a specific setting, which means
you will have to purchase a setting book, or design
one yourself. There are several short setting ideas
near the back of the book that will get you started.
Return
to the directory |
| TEENAGERS
FROM OUTER SPACE |
| Publisher:
R. Talsorian Games
Cover Price: $10.00-$12.00 (used)
Availability: Out of print - check
eBay
or Amazon
for a used copy.
Summary: Teenagers attending an inter-galactic
high school find all kinds of wacky adventures.
Dice used: 1d6, preferably one for
each player
Supplements: Rare
The
Good: Rules-lite. Younger kids love to play
teenagers. Contains photocopyable play money to use
for allowance and transactions. 'Episode Guide' at the
end of the book is great for story inspirations.
The Bad: Layout makes for difficult
reading (the sample characters are parked in the middle
of the rules, for example)
Advisory: Cartoon violence. Minute
amount of racy material.
Teenagers
from Outer Space (or TfOS for short) is
an anime-styled RPG set in an integrated high school
- one that integrates teenagers from all over the galaxy.
Players can create characters from any part of the galaxy
they choose, with one or more of 23 different strange
powers.
TfOS
uses a very rules-lite system, and the focus is on fast
and funny play, rather than serious number-crunching.
Players roll 1d6 and add an appropriate skill score
when they attempt something - the GM then rolls 1d6
and adds the skill score of their opponent, or a difficulty
number if it's unopposed. The higher roll wins, and
the GM wins any ties.
One
unique feature of TfOS is the copyable character
sheet, which includes images of play money that you
can cut out and hand to players as allowance, income,
rewards, et cetera. This could easily be used as a tool
for teaching money and resource management.
Games
like TfOS are popular with young people, especially
kids and tweens, who are always eager to play the roles
of teenagers.
Return
to the directory |
| OG:
THE ROLEPLAYING GAME / LAND OF OG |
Publisher:
Wingnut Games (Land
of Og's webpage)
Cover Price: $9.95 / $6.00 PDF
Availability: In print from Wingnut's
site, or downloadable at RPGNow
Summary: A prehistoric role-playing
game where the players can only use a small set of words
to speak in character.
Dice used: A pair of d10s and a few d6s
Supplements: The Complete Caveman's
Club Book, also available at Wingnut's
site.
The
Good: Rules-lite. Inexpensive. Funny. Speech
limitations make for creative use of language
The Bad: Nothing, really.
Advisory: Cartoon violence. The name
of one ability in Land of Og has a rude word
in it, but it can easily be renamed to "Save Your
Hide" or simply "Luck."
A
great "(root)beer and pretzels" game for young
people, Og/Land of Og is a roleplaying game
set in prehistoric times, where cavemen and cavewomen
struggle to get through their daily lives and avoid
becoming dinner for some giant reptile.
Og
and Land of Og are two editions of the
same game. Land of Og is the revised edition,
with expanded rules, a set of live-action guidelines,
and a bonus reprint of the original Og game
(something closer to a wargame than a role-playing game).
You do not need the original Og to use the
Land of Og book.
Og/Land
of Og
plays like most any other rules-lite RPG, with one twist
- characters can only speak with a limited vocabulary.
When a player speaks in character during a game of Og,
they may only use words from a 16-word list that includes
"go," "you," "smelly,"
"rock," and "verisimilitude" (a
bonus word NOT FOUND in the original Og, by
the way...)
So,
a player speaking as their character would not say "I'm
going to throw a rock at that lemur over there,"
but would instead say "Me go rock bang small tree
thing." Speaking this way is very challenging,
and can make for some very creative speeches during
the game.
Because
of the simple system and subject matter, either of the
two editions of Og would make a great impulse
game - something to play when the mood strikes, or while
waiting for players to show up to your regular game.
Land of Og's character creation system is more
involved than the original edition of Og, which
would make the earlier game a little better for on-the-spot
gaming.

ATLAS
UPDATE: A new edition of Og, titled
Og: Unearthed Edition, is currently in
the works and will be released by Firefly
Games, the same people who brought us the
Faery's Tale RPG. More
details will be published here as they become
available. |
Return
to the directory |
| CHANGELING:
THE DREAMING |
|
Publisher:
White Wolf Studios
Cover Price: $15.00 - $20.00 (used),
$15.00 PDF
Availability: Out of print - PDF edition
is available on DriveThruRPG
- for a print copy, check your local game store, Amazon,
or eBay
Summary: Urban fantasy - a hidden world
of changelings and other magical creatures exists parallel
to our own, and it is threatened by the banality of
our modern existence.
Dice used: d10s, and lots of them -
10-12 ought to cover it
Supplements: Many, some of which are
available as downloadable PDFs.
The
Good: Kids love to play teens (which are an
option in this game)
The Bad: Some supplements may contain
mature themes.
Advisory: Fantasy magic, supernatural
themes, swashbuckling violence
Changeling
is set in our own world, but with a hidden world behind
it where creatures of legend still live and thrive.
It
is part of the World of Darkness series, which includes
many other games based around legendary people and creatures
as characters - Vampire: The Masquerade, Werewolf:
The Apocalypse, Mage: The Ascension (modern-day
wizards), and Wraith: The Oblivion (ghosts).
Much of this material is for mature gamers, and would
not be suitable for anyone who is not in their teens
yet.
Changeling,
on the other hand, is the bright side of the World of
Darkness. Players take on the roles of fae - magical
spirits that are trapped in the mortal world, bonded
to mortal bodies and living day-to-day among the other
mortals who rarely see their true nature. Players can
choose from several types of fae - from stocky Trolls
to creepy Sluagh, prankster Pooka to inventive Nockers,
and many more.
Changeling
has
been out of print for some time now, so a print copy
may be difficult to obtain - but a PDF edition can be
found online (see link, above).

ATLAS
UPDATE: White Wolf has announced
that a new edition of Changeling, Changeling:
The Lost, will be released in August of
2007. No word is available yet on how appropriate
the game will be for young people, but you'll
hear it here first!
|
Return
to the directory
|
| CASTLES
& CRUSADES |
| Publisher:
Troll Lord Games (C&C's
webpage)
Cover Price: $19.95
Availability: In print, and available
in some major book chains
Summary: Sword and sorcery using a
lighter set of the Dungeons & Dragons rules, in
a nostalgic format.
Dice used: Full set of polyhedrals - d4, d6,
d8, d10, d12, & d20
Supplements: Monsters & Treasure
($19.95), plus several adventure modules
The
Good: Simplified version of the d20 rules used
in the latest editions of Dungeons & Dragons.
D&D material is compatible with this game.
The Bad: Core book does not contain
monsters or very much setting material - like D&D,
other corebooks are needed if you want that material
Advisory: Fantasy Magic, swashbuckling
violence.
Castles
& Crusades
is a simplified version of Dungeons
& Dragons, aimed at capturing the look
and feel of the original Basic D&D game.
The subject matter is mostly identical to that of D&D
- pseudo-medieval high fantasy with lots of monsters
and magic items - but here, some of the rules are simplified
and some of the more complex options are taken away,
all in the name of making a simple fantasy game like
the one so many of us old codgers played when we were
young.
If
you'd like to run a simple D&D game for
young people and you feel that the latest version of
the rules is too complex. Castles & Crusades
may be what you're looking for.
(See
also: Blue Rose)
Return
to the directory |
| BUNNIES
& BURROWS |
|
Bunnies
& Burrows corebook |
Publisher:
Steve Jackson Games
Cover Price: $12.95 PDF / $10.00 -
$12.00 (used)
Availability: PDF is available at e23,
or check game stores or eBay
for a print copy.
Summary: Rabbits have adventures and
defend their warren
Dice used: d6s - at least three, preferably
three for each player
Supplements: None
The
Good: Encourages limited-ability problem solving
(no opposable thumbs, cannot count past 4)
The Bad: Not a standalone game, requires
the GURPS rulebook (though a lite version of the rules
is available for free here).
Advisory: Supernatural themes, small
amount of kung-fu violence.
Bunnies
& Burrows is a rewrite of an earlier RPG based
on the Watership Down book and film. Players
create rabbits as characters and adventure in a world
where almost everyone is your predator.
These
aren't Saturday-morning cartoon bunnies, however. They
can't manipulate objects very well, or count past four,
and they're scared of any loud noises. They're very
much like the rabbits you may find at the park or in
your backyard - except for the things that make them
very unique.
Some
practice Herbalism, and can use different plants to
heal comrades or attack opponents. Some are Seers, and
can attempt to see the future. Some are trained in Bun
Fu, the ancient art of rabbit combat. All are heroes
when it comes to protecting the warren and its occupants
from harm.
Bunnies
& Burrows uses the GURPS rules, and the book
by itself is not enough to play - to use GURPS, you'll
either need to get a copy of the rules (the third edition
is compatible with B&B, but an updated
fourth edition is also available), or download a free
copy of GURPS Lite, which will give you enough to get
a game going. Since this is a GURPS book, it also would
be possible (with a bit of work) to convert the system
to something else that you and your players are more
familiar with.
The
B&B book contains a lot of factual information
about different breeds of rabbits and other wild animals,
but it also contains information on psionic abilities,
martial arts, and other fantasy elements that are not
part of the nature of rabbits or other animals. You
may want to clarify that to your players, especially
if you are taking the opportunity to use the game to
teach a little bit of natural science to them.
Return
to the directory |
| GURPS
Sourcebooks |
|
GURPS
4th edition core rulebooks |
 |
| GURPS
Lite is available for free at the Steve Jackson
site. |
Publisher:
Steve Jackson Games
Cover Price: Variable
Availability: Variable
Summary: VERY variable!
Dice used: d6s, at least three, preferably
three for each player.
Supplements: TONS. Far too many to
mention here.
The
Good: A massive amount of quality sourcebook
material that is usable with any roleplaying system.
The Bad: System can be very complex.
Out-of-print books can be hard to locate at
times.
Advisory: Varies by book. Please use discretion
when presenting role-playing material to young people.
GURPS
stands for Generic Universal Role-Playing System, a
set of rules created by Steve Jackson Games and still
in print today. The rules are designed to accommodate
any sort of genre - fantasy, superheroes, science fiction,
historical - or mix and match genres to create something
truly unique (Kung-Fu Space Vikings, anyone?)
GURPS
is actually a game system, and does not contain any
setting material on its own. The system itself is pretty
complex for kids, and would probably have to be simplified
a lot to keep it from bogging down the game for them.
A free, simplified version of the rules is available
in the form of GURPS Lite, which can be downloaded here.
But
this listing isn't about praising GURPS - it's about
praising GURPS sourcebooks, which come in an
amazing variety, are packed with information on their
subject matter, and - here's the best part - are great
for using with any other RPG that you prefer. Each GURPS
book is like a gaming textbook of information on the
subject at hand, with facts, chronology, history, and
even tips on crossing the material with other genres.
|
A
small sampling of GURPS sourcebooks published
over the years, from all four editions of the
game. This is only a small fraction of the variety
of GURPS books that are available. |
There
are GURPS books devoted to geography and culture (Japan,
China, Russia, Egypt), historical periods (Middle Ages,
Old West, Ice Age), setting elements and characters
(Religion, Villains, Dinosaurs), genres (Cyberpunk,
Horror, Space, Steampunk), and even historical characters
and "What if?" possibilities (Who's Who 1
& 2, Alternate Earths 1 & 2).
It
bears repeating that you don't need to play GURPS
to use most of this material, and the material that
is system-specific to GURPS is usually very easy to
convert. Each GURPS sourcebook is packed with enough
information and ideas to be useful to any gamer who
is interested in the subject matter.
The
list of GURPS sourcebooks is so large that it wouldn't
be feasible to post it here - plus, new books are coming
out constantly, so such a list would hardly ever be
up-to-date. Your best bet for finding a GURPS book to
suit your needs is to check out SJ Games site at http://www.sjgames.com/gurps/books/
to see what is available - and if you can't find it
for sale on their site or in your local game store,
try an eBay search to see if you can score a used copy.
Return
to the directory |
| BLUE
ROSE |
Publisher:
Green Ronin (Blue
Rose's website)
Cover Price: $29.95, $16.00 PDF - a
free 'fastplay' game is available here.
Availability: In print, and available
in some major book chains or from Green
Ronin's website - PDF version available from RPGNow
Summary: Sword and sorcery using a
simplified version of the Dungeons & Dragons
rules, but with a more romantic fantasy theme.
Dice used: d20
Supplements: World of Aldea, and
Blue Rose Companion, with more on the way.
Conversion rules make the large amount of Dungeons
& Dragons material useable with this game.
The
Good: Simplified version of the d20 rules used
in the latest editions of Dungeons & Dragons.
D&D material is compatible with this game.
The Bad: It really should have been
a full-color book.
Advisory: Fantasy magic, some subtle adult
themes (see below).
Blue
Rose is described as a 'romantic fantasy' role-playing
game, modeled after the works of authors like Mercedes
Lackey, Diane Duane, and Tamora Pierce. Romantic fantasy,
as defined in the introduction of this book, deals with
characters who are seeking to belong - either to a single
companion, a group of friends, or a community. Stories
of romantic fantasy rarely include demihuman characters
such as dwarves and elves, but often include intelligent
animals. Stories will also frequently include themes
of nature/environmental issues and gender equality.
Blue
Rose
is an incredible book - beautifully illustrated, with
a very simple rule system, and tons of cultural and
historical background. The rules are a drastically pared-down
version of the d20 rules that are now being marketed
by Green Ronin as the True20 System - they
make an excellent introduction to simple d20 roleplaying.
A
handful of creatures are included as adversaries, and
a conversion guide in the back of the book allows you
to quickly and easily convert any monster, feat, or
spell from most any d20 supplement to the Blue Rose
version of the rules, which makes a large amount of
material available for use with this game.
Parents
and guardians should be aware that the book makes very
brief mention of same-sex relationships, but not in
a graphic manner. If you wish to avoid this issue altogether,
it could be left out of the game seamlessly, with no
change in the setting whatsoever.
Don't
forget that a free
'fastplay' version of the game is available, with
pre-made characters and a short adventure so that you
can try the game before you buy it.
(See
also: Castles & Crusades)
Return
to the directory |
| REDHURST
ACADEMY OF MAGIC |
Publisher:
Human Head Studios (Redhurst's
website)
Cover Price: $29.99
Availability: In print - check your
local game store or buy
it online
Summary: A school for young magic-users
that can be transplanted into almost any fantasy setting.
Dice used: Full set of polyhedrals - d4, d6,
d8, d10, d12, & d20 - or if the setting is converted
to a different system, then the dice for that system
will be used.
Supplements: None to date, but you
can download scenarios at Human
Head's website.
The
Good: Kids love to play teenagers. Contents
are mostly setting material, so it can be used easily
with systems other than d20.
The Bad: Lengthwise-bound book doesn't
fit in most bookshelves very well
Advisory: Fantasy magic, swashbuckling
violence
Redhurst
Academy of Magic is truly a work of art - a roleplaying
setting book written like a guide for a huge, dimension-hopping
school for magic students. It even has wisecracking
notes scrawled in the margins by a previous owner.
Note
that no rule system is presented in this book - it is
meant to be used with third edition Dungeons &
Dragons, and the characters, items, spells, and
monsters contain within are described in D&D
statistics. However, the majority of the book is
descriptive text - setting, background, history, and
such - and because of that, it would not be difficult
to use it with any other role-playing system.
Redhurst
is high fantasy's closest answer to a Harry Potter
roleplaying game. It is set in a school for young magic-users
- a school that jumps from world to world every day,
which can be the perfect springboard for getting existing
characters involved in some adventures at the school
or with its students and faculty. The book contains
maps, characters, monsters, spells, and a wealth of
information on the classes, programs, and events that
happen at the school.
(For
something closer to the actual Harry Potter
setting, see Broomstix,
listed below.)
Return
to the directory |
| TRUTH
& JUSTICE |
| Publisher:
Atomic Sock Money Press
Cover Price: $13.00/PDF - $20.00 print
Availability: PDF version available
on RPGNow
and e23,
print edition available at your local game store.
Summary: A superhero RPG with story-driven
rules
Dice used: Two d6s
Supplements: Product page is here
The
Good: Story-driven rules help develop an interesting
plot. Many opportunities for players to help build the
story.
The Bad: The rules, though not very
complex, may be over the heads of some younger gamers.
Advisory: Comic book violence. Some
uses of a minor expletive ("bad___", "lame___"),
in one case as an alternate name for a rule.
Truth
& Justice was heavily influenced by other RPGs
such as Risus and Marvel
Super Heroes, and it shows - the best
elements of those games have been borrowed to form the
game core, and souped up into a story-driven superhero
RPG that has gained a loyal following.
Story-driven
means that the rules of the game help to create
the story. Rather than acting as a background engine
to determine hits and damage, the rules in Truth
& Justice reward good roleplaying, and generate
story possibilities as the game is played. For example:
~
Players choose a Motivation when creating
their character, something like "heal the sick"
or "protect the innocent." If an incident
occurs that 'triggers' that motivation, the player
can either drop everything and react to it, gaining
1-6 Hero Points as a reward, or spend a Hero Point
to not react to it.
~
Rather than take damage through a Hit Point or other
wound system, characters lose levels (or take a 'Downshift')
in their qualities or powers, which makes it more
difficult to use those abilities. This is very much
like the system in Risus,
but T&J does it one better - when a character
chooses an ability to lose a level in, it triggers
a Plot Hook, which can complicate the story at any
future time. This happens the first time a hero takes
damage, and (optionally) whenever a hero "zeroes
out," or loses all of their levels in an ability.
If a hero took a Downshift in their Chemist quality,
for example, they may later discover their chemistry
lab ransacked or sabotaged by their arch enemy's henchmen.
Truth
& Justice is not only a fantastic example of how
to design rules around a setting (instead of the other
way around), but it's also a fantastic example of ripping
the best parts out of different RPGs and fitting them
together into something that is much more than the sum
of those parts.
Return
to the directory |
| SHADOWS |
| Publisher:
Harlekin-Maus
Cover Price: Free
Availability: Free
on the web - PDF version available here
Summary: A VERY rules-lite RPG where
each character has a "shadow" that acts against
their wishes as they attempt to do things.
Dice used: Two of any type
of dice, each of a different color - preferably a pair
for each player.
Supplements: None
The
Good: VERY rules lite - as in, the rules fit
on just a couple pages, and can be taught in a matter
of minutes. The rules encourage and reward co-operative
play.
The Bad: No setting, background, or
scenarios to play - you will need to concoct all of
these things yourself. But, most gamers feel that's
a big part of the fun! No skill system is in place at
all - rather, characters are expected to be able to
do anything that the players can do. No rules are present
for competitive actions - two characters fighting over
an object, for example.
Advisory: Possible supernatural themes.
Shadows
is an excellent starter RPG for young people. Players
take on the roles of characters who are just like they
are, except that each has a shadow that acts against
them whenever they try an action. A player announces
something that they would like their character to do,
then announces how their Shadow is trying to thwart
their action. The dice determine the results of their
efforts - if the Shadow rolls higher, then they fail,
if the character's die meets or beats the Shadow's,
then they succeed. Tokens
are used to help other players - each token donated
to another player after a roll allows them a chance
to re-roll.
Shadows
encourages co-operative play through the token system,
and creative thinking and artistic skills. A character
is generated by drawing a picture of them, their Shadow,
and the dice that they plan to use for each - this gives
young people a clear picture of their character and
how the game is played. Because the most difficult game
mechanic is comparing two numbers to see which is the
highest, Shadows could be played with very
young children to introduce them to the concept of role-playing
games.
Be
aware that Shadows contains no skill or ability
system - every character can do anything as well as
any other, and there are no superpowers or extraordinary
abilities. All games begin with the characters waking
up for one reason or another - other than this, the
game contains no background, setting, or scenarios,
so you will have to create all of these things beforehand,
or as you go. Since the whole idea here is to run something
simple and fast, that shouldn't be too difficult, even
for a intermediate gamemaster.
Return
to the directory |
| CARTOON
ACTION HOUR |
| Publisher:
ZMan Games
Cover Price: $12.50/PDF, $24.95/print
Availability: Check your local game
store, or online at Zman's
site or DriveThruRPG.
Summary: A multi-genre RPG that works
to emulate the action cartoons of the 1980s.
Dice used: d12s, as many as five (for
high-powered games).
Supplements: "After These Messages"
e-magazine, Darkness Unleashed (a sort of GI
Joe with monsters), Metal Wars (similar
to Transformers), Star Warriors (a
space opera setting).
The
Good: Point-based character creation system
helps teach simple resource management. Customizable
Special Abilities allow for lots of different types
of characters. Character death is extremely rare.
The Bad: More sample Special Abilities
would be useful, to speed up character creation.
Advisory: Cartoon violence, possible
supernatural themes (depending on the genre being played).
Cartoon
Action Hour brings the realm of 80s action cartoons
to the gaming table - classic animated shows like HeMan,
Transformers, Thundercats, GI Joe, and others.
The rules are designed to make it easy to run any sort
of action cartoon - sci-fi, sword and sorcery, transforming
robots, or just about anything else you can imagine.
Characters
are made by spending a set amount of points on traits,
abilities, and special abilities. To attempt a task,
a player rolls a twelve sided die and adds the appropriate
score (rated between -2 to +4) to the result, attempting
to beat a difficulty number set by the Game Master.
A natural 12 (rolled on the die before the modifier
is added) gives an added bonus - the character's "Oomph"
score is added to the roll, for an even better result.
Characters can also have super traits, which allow for
additional dice to be rolled and the highest number
counted. Characters also have "Stunt Points"
which can be used to improve rolls, or perform drastic
last-ditch feats.
The
layout of the book and the terminology of the game support
the "80s cartoon" genre. Game sessions are
called "episodes," and a series of 10-15 episodes
are a "season." There's even an optional procedure
for running the after-show message, where characters
from the cartoon instruct the audience in safety, manners,
and morals. If you're old enough to remember the great
action cartoons of the 80s, the Recommended Viewing
section will bring back a lot of memories, and may even
remind you of a few cartoons from that time that you
might have forgotten about.
"Iconia - Warriors of the Cosmos" is included
to start you out with a basic setting to play in, and
there are 23 "setting seeds" - simple outlines
of different cartoon series and the types of characters
and adventures they contain - to give you ideas for
building your own 80s action cartoons. ZMan's site features
Cartoon Action Hour downloads, forums, a picture
gallery, and more - http://www.zmangames.com/products/CAH/
In
all, Cartoon Action Hour is a flexible game
system that works hard to evoke the feeling of those
excellent after-school and Saturday morning cartoons,
and is packed with enough background and idea seeds
to fuel many adventure sessions. Older folks who remember
those classic cartoons would easily have just as much
fun running adventures for young adventurers who have
never experienced them firsthand.

ATLAS
UPDATE: A new edition, titled Cartoon Action Hour: Second Season, is currently available, featuring a more streamlined game system. This entry will be updated soon.
|
Return
to the directory |
Sometimes,
you'd much rather go somewhere that you recognize, a place
that's familiar to you instead of a strange new world. Below
are some roleplaying games based on worlds you have likely
been to before, through a big or little screen, or in the
pages of a book.
| BROOMSTIX |
| Publisher:
Memento Mori Theatrix
Cover Price: Free
Availability: Free at memento-mori.com
- PDF
version - character
sheet
Summary: Possibly the closest thing
we'll ever see to a Harry Potter RPG.
Dice used: One d20, preferably one for each
player.
Supplements: None. Read the books,
watch the movies - THOSE are your supplements!
The
Good: Simple game mechanics. Includes simple
rules for playing Quidditch.
The Bad: Very little background information
or spells - but anyone wanting to play this should have
a good knowledge of these things anyway. The rules-lite,
freeform magic system may require an experienced gamemaster
to run it.
Advisory: Fantasy magic, supernatural
themes
The
story goes that J.K. Rowling has refused to give permission
to allow anyone to make an official Harry Potter
RPG, for reasons that only she seems to fully understand.
Whether the story is true or not is most anyone's guess,
but the fact remains that no one has released one to
date. Broomstix is an unofficial HP
RPG by Jared Sorensen, and since he would probably find
himself chased by a mob of Death Eaters if he tried
to profit from it, he has opted to make it available
free of charge.
Broomstix
is a mostly bare-bones set of rules for roleplaying
in the Harry Potter world. You won't find extensive
information on the setting or characters here, mostly
because the books and movies are so accessible. Characters
are made by spending points on three character stats
- Athletics, Knowledge, and Intrigue. A fourth stat,
Magic, is determined by your character's year, so a
first-year would have a Magic stat of 1. Skills are
divided by appropriate stats, and a character gets one
point for every point in that stat to spend on those
skills. Players then choose a house for their character,
and a Unique Situation - a special quirk that makes
them unique. (For two of their starting points, they
can purchase a second Unique Situation, but that will
leave them short on stats in the end.)
The
system is very simple - roll a d20 and add the appropriate
stat or skill to the roll. A result of 0 or less is
a Bludge, 1-5 or less is a Flop, 6-10 is a Bumbling
Success, 11-19 is a Success, and 20 or over is a Smashing
Success. Opposed actions are resolved by subtracting
the opponent's skill modifier from the final result.
The
magic system is limited to magical duels, and even then,
no specific spell results are outlined. Though it doesn't
say it in the rules, it's assumed that any spell that
a character tries to cast will automatically succeed,
unless there is something to oppose it. There are no
rules for spells that a character may not know how to
cast very well, or any limitation on what spells a character
would be able to cast. This keeps the game light and
unencumbered, but it also means that it requires an
experienced GM to keep the game fair for everyone.
If
you have young people who are waiting for their Hogwarts
letter - and you know the background well enough to
take them there - this is your game.
(See
also Redhurst Academy of Magic,
listed above)
Return
to the directory |
| GHOSTBUSTERS |
| Publisher:
West End Games
Cover Price: $10.00-$12.00 (used)
Availability: Long, long out of print
- check eBay
for used copies
Summary: Based on the hit movies
- characters investigate supernatural phenomena
and battle ghosts, spirits, and higher powers.
Dice used: Five d6s, plus a special "ghost
die" (a d6 with a Ghostbusters logo in place of
the 6)
Supplements: A few, plus an updated
edition (Ghostbusters International) and several supplements
for that edition.
The
Good: Lite rule system. Adventures can involve
lots of investigation and research.
The Bad: Last printing was in the early
90s, so it may be difficult to find.
Advisory: Supernatural elements. Some
mention of gods and demons.
(This
entry is based on the original Ghostbusters
RPG released in 1986, not the later version released
in the early 90s. This is only because I do not have
access to the newer edition.)
Ghostbusters
harkens
back to the day when role-playing games usually came
in boxes, and included extras like cards and dice along
with the rulebooks. Because of its age (it was released
around 20 years ago), it may be difficult to find a
copy that includes the dice and extras, let alone the
box itself. But if all that you can dig up are the two
rulebooks (the Training Manual and Operations
Manual), you can still manage to get some ghostbusting
done.
The
game system is simple - characters have point values
in Brains, Muscle, Moves, and Cool, and one Talent for
each of those four stats ("Brawl" would be
a good Muscle Talent, for example). When a character
wants to do something, they roll as many dice as they
have in the appropriate stat - and can add three dice
to the pool if they're using their talent at the time.
The dice are added, and the resulting total must meet
or beat the difficulty level (5, 10, 20, or 30, judged
by the gamemaster) in order for the action to be a success.
Every
die roll must include the Ghost Die as one of the dice
being rolled. The Ghost Die is a regular d6 with a Ghostbusters
logo in place of the 6. If this logo comes up during
any roll it counts as a zero - and something bad happens,
as determined by the GM. If the roll is a failure and
the ghost comes up - something REALLY bad happens!
(If
you can't find a copy of the game with the dice intact,
you can use regular d6s and choose a different colored
d6 to be the Ghost Die, counting it as a zero whenever
it comes up with a 6.)
The
back of the Operations Manual contains 21 random
story ideas, a random adventure generation system, and
three different "routines" (with suggestions
for creating more), all of which are great for those
times when your players want to bust some ghosts, but
you don't have anything ready for them.
It
is a game well worth tracking down if your players enjoy
Ghostbusters and can't wait to strap on a proton
pack.
Return
to the directory |
| MARVEL
SUPER HEROES |
Publisher:
TSR
Cover Price: FREE!
Availability: Free to download at www.marvelrpg.net,
or if you're looking for an original copy, check your
local game store or eBay.
Summary: A classic 80s superhero RPG
Dice used: d10s, at least two of them, preferably
several pair.
Supplements: Many, available on the
site - magazine articles, too!
The
Good: Lots of well-known super heroes included.
System gives a clear idea of the level of success. Lots
of supplemental material available for free online.
The Bad: Rules can be a little dense.
Advisory: Comic book violence.
Marvel
Super Heroes
was originally published in the mid 1980s by TSR, the
company that was at that time in charge of Dungeons
& Dragons. Since that time, the Marvel license
moved on to other publishers, and TSR vanished in a
flurry of corporate purchases. Because of this, the
MSH RPG will never be republished, but due
to the kindness of its former masters, permission has
been granted to make this RPG available as a PDF - and
this is the best part - as long as no money changes
hands whatsoever.
Marvel
Super Heroes
lets players take on the role of many of their favorite
Marvel characters, or design one of their own. The game
system uses words to describe a character's abilities
(years before Fudge came along)
and a color-coded Action Chart to determine not only
if an action is successful or not, but the degree
of success as well. It's a great visual aid for
demonstrating probabilities, as a player can easily
see their potential for failure and different levels
of success every time they attempt an action.
The
Advanced rulebook can be a bit of a difficult read for
younger players, so they may need an older gamer to
help them out with it.
With
the recent popularity of superhero movies (and more
seem to be on the way each year), Marvel Super Heroes
may be just the thing your young gamers are looking
for.
Return
to the directory |
| MEN
IN BLACK |
Publisher:
West End Games
Cover Price: $6.00-$10.00 (used), sometimes
bundled with the other MiB RPG products
Availability: Out of print, but available
cheaply on eBay.
Summary: Based on the popular movie
where agents in a secret government agency protect the
planet from dangerous illegal aliens from all over the
galaxy.
Dice used: d6s, about 5-8 of them
Supplements: Two, a Gamemaster screen
with Director's Guide, and an Alien Recognition Guide
The
Good: Semi-lite rule system. Can be found very
cheaply on eBay.
The Bad: Published after the first
film, so no information from the second (or upcoming
third) movie is covered. Not much in the way of supplemental
material available
Advisory: Comic book violence.
Someone
needs to keep the Earth safe from hostile aliens - and
keep the friendly aliens safe from Earthlings. Those
someones are the Men In Black.
The
official Men In Black RPG was released almost
simultaneously with the first film in 1997. Two supplements
were released shortly after - a Director's Guide
with a gamemaster screen, and Aliens Recognition
Guide Volume One. Sadly, the game never took off,
but because of this, it's very easy to find the game
for cheap online, and sometimes it can be found bundled
with the two supplements.
The
system works similarly to the Ghostbusters
RPG (also by West End Games) - each attribute and skill
has a die rating, like 2D or 3D+2. When a character
attempts to use a skill, they roll the amount of dice
they have in that skill (or attribute, if they have
no dice for it) and add the modifier, if any. The total
is compared to a difficulty number for the task (as
determined by the GM) - if the roll meets or beats it,
the character is successful.
Men
In Black uses a clever game mechanic - Cue Cards
- that might be worth stealing to use in other games.
Cue cards are cards written up by the gamemaster before
the game that have an action and a reward written on
them. Before the game starts, the set of cards are shuffled
and three (or more or less) are handed out to each player.
The actions are things such as saying a certain catch
phrase at a good time, or performing a certain maneuver.
If, during the course of the adventure, a player performs
the action on one of the Cue Cards at an appropriate
moment (or manages to make most of the other players
laugh while doing it), they get the reward at the bottom
of the card - anything from getting to act first in
a combat round, to gaining some character points, to
healing wounds.
Men
In Black
is a good graduation from the Ghostbusters
RPG - it uses a similar system with a slightly higher
level of complexity, and young people love both of the
movie series. You may even consider cooking up a crossover
setting between the two - it wouldn't be difficult at
all to convert one set of rules to the other, and an
MiB/GB crossover would be too cool for words.
Return
to the directory |
| POKEMON
JR. ADVENTURE GAME |
|
Publisher:
Wizards of the Coast
Cover Price: $1.00-$5.00
Availability: Out of print, but available
for very cheap when you can find it - check toy liquidation
or department stores.
Summary: A simple, choose-your-path
Pokemon adventure for a gamemaster and one to six players.
Dice used: One six-sided die and a
'Pokecoin' (both included)
Supplements: None
The
Good: Quick and easy to play. Requires very
little preparation time. Pokemon contests can be played
without the adventure game. All required components
are included in one box.
The Bad: No further support after the
basic set. Limited amount of Pokemon to collect. Replay
value is low once the basic book has been finished (though,
you could create your own adventures and Pokemon for
it, if you were so inclined...)
Advisory: Cartoon violence.
The
Pokemon Jr. Adventure Game is a great little
game that, sadly, didn't go very far. Packaged in a
4"x6" box, the game includes an adventure
book, 26 Pokemon power cards, 48 hit tokens, 2 Pokecoins,
and one six-sided die. One player acts as the Narrator,
and reads the adventure aloud to the other players as
they choose their first Pokemon, enter into battles,
capture more Pokemon, and add their own details to the
story.
The
adventure gives the players many opportunities to act
out in their roles as Pokemon trainers, and to help
develop their environment ("What kinds of animals
live in the forest? What do you see and hear in the
forest?"). Once the book is finished, the adventure
is over - no further adventures or expansions were ever
published, despite the number 1 on the box, and the
enclosed checklist of extra Pokemon that are not included
in this set.
Replay
value is medium to low. It is possible to play Pokemon
battles without a story behind them, but then you're
not really playing an adventure game anymore. Most young
people would not be that interested in playing the adventure
over again, but there are some exceptions. It would
be possible to design new adventures and create more
Pokemon to collect using some of the cards from the
Pokemon Collectible Card Game, if a person were so inclined.
The
Pokemon Jr. Adventure Game can still be found
in some department stores (usually in the clearance
section), or in any good toy liquidation store. In either
case, you should be able to find it for a very reasonable
price.
Return
to the directory |
| SAILOR
MOON |
| Publisher:
Guardians of Order
Cover Price: $10.00-$15.00 (used)
Availability: Out of print. Check your
local game store, Amazon,
or eBay
for a used copy.
Summary: The official RPG of the popular
anime series Sailor Moon, plus an extensive
episode and character guide.
Dice used: d6s, at least two, preferably several
pair.
Supplements: A couple - Complete
Book of Yoma, Vol. 1 (a collection of different
monsters), and a character diary.
The
Good: Characters are popular with girls. System
is similar to Big Eyes Small Mouth
(see above), so material from that game can be used
with this one, or vice versa.
The Bad: See description below.
Advisory: Supernatural elements. Fantasy
magic. The name of one character attribute contains
a minor expletive. Some of the images from Sailor Moon
episodes printed in the book may concern some parents
(see more, below).
The
Sailor Moon Role-Playing Game and Resource Book
(the full title) was published by Guardians of Order
in 1998. It contains an easy role-playing rule system
similar to the one found in GoO's multigenre anime RPG
Big Eyes Small Mouth (see
above) and their generic rule system Tri-Stat
dX (see below) - so GMs looking to expand on this
game could use some of the source material from BESM
(Sailor Moon MECHA, here we come!)
The
Sailor Moon setting is similar to modern day Japan,
but with magical teenagers who battle evil magic-users
and creatures from other dimensions. The book contains
a short section on Japanese life, to help players put
themselves into the role of a Japanese citizen - it's
far too short to give a cultural lesson in Japanese
life, but it could be used as an opportunity to research
the subject.
Some
of the material in the book bears mentioning. The name
of one character attribute contains a minor expletive
("_ _ _ _ Healthy!"), but this can easily
be changed to something more appropriate ("Very
Healthy," perhaps). Thankfully, the attribute name
does not appear on the character sheet, so this revision
is easy. The end section of the book contains an episode
guide for the show accompanied by images from some of
the episodes. Two of these images may be of concern
to those who haven't seen the episodes and don't know
their context. One is of a young girl holding a gun
to an older girl's head, and the other is of the Sailor
Scouts trapped on large crystal crosses.
Sailor
Moon could be a great way to introduce girls to
roleplaying, especially if they are interested in the
anime series and movies.
Return
to the directory |
| STAR
WARS |
|
If
you're interested in roleplaying in the Star Wars
universe, you will need to be aware that there
have been two Star Wars games in the past.
One was first published in 1986 by West End Games, and
later editions and supplements were published well into
the 90s. In 2000, Wizards of the Coast acquired the
rights to make the Star Wars RPG, and released
it with a different game system, along with a handful
of sourcebooks. At the present time, it does not look
as if Wizards will be supporting their Star Wars
RPG any longer, which makes it possible for yet another
version to pop up in the future - or possibly even a
resurrection of one of the existing games.
This
shouldn't shy you away from diving in to some good old
Stormtrooper-blasting fun, however - you just need to
be aware that there are two different sets of rules
from two different companies, and because of that, you
could end up getting a batch of supplements that are
incompatible with the rules that you own. Even that's
not such a tragedy - the best part about Star Wars
is that a lot of the material is based around the
sorts of things that don't have a lot of rules attached
to them - strange aliens, planets, and cultures. So
you can use a lot of the things you'll find in just
about any Star Wars RPG book, and once you've
played for a while and become familiar with the system
of your choosing, you'll be able to convert the "crunchy
stuff" - statistics for ships and weapons and such
- without too much hassle.
If
you're checking out a Star Wars RPG book and
are confused about which version of the game it works
with, check the back cover for the publisher's name
and logo. West End Games is the publisher for the older
version, and Wizards of the Coast published the newer
one. The listings below will hopefully help you decide
which ruleset is right for you.
|
| The
West End Games edition. Later editions had different
covers. |
Publisher:
West End Games
Cover Price:
Availability: Out of print - check
your local game store, Amazon,
or eBay
for used books.
Summary: It's Star Wars. Do
you need more than that?
Dice used: d6
Supplements: Many, including hardcover
guides for the Empire and the Rebellion, alien and planet
guides, lots of adventure books, a boxed set campaign
(DarkStryder), and even a long-running digest (Star
Wars Adventure Digest) that was packed with fiction,
adventures, and new characters, aliens, weapons, ships,
and planets.
The
Good: Supplements are easy to find and usually
cheap in game stores or on eBay.
The Bad: Only covers the people, aliens,
places, and tech from the original trilogy (for some,
this is not seen as a bad thing).
Advisory: Swashbuckling violence, supernatural
themes
WEG's
Star Wars plays very fast and furious. The
system uses dice totals for ability scores, which are
then rolled to meet or beat a target number. 'Multitasking'
is one of the unique qualities about this system - a
player can announce that their character is performing
several actions in a round, instead of just one. For
each additional action over the first, all action in
that round are penalized by one die. So if you wanted
your Smuggler to shoot at two Stormtroopers, then dive
into a garbage compactor, he would roll two fewer dice
for each of these actions as a penalty. If you have
enough skill, and the difficulty numbers are low, you
can perform some pretty heroic feats in this version
of the game.
|
| The
Wizards of the Coast edition. A revised edition
had a different cover. |
Publisher:
Wizards of the Coast
Cover Price: $29.99
Availability: Out of print. Check your
local game store, Amazon,
or eBay
for used or new books.
Summary: Star Wars with very
similar rules to those in Dungeons & Dragons
Dice used: Full set of polyhedrals
- d4, d6, d8, d10, d12, & d20
Supplements: A few, including sourcebooks
for Naboo, Coruscant, and Tattooine, plus a Dark Side
sourcebook, Galactic Campaign Guide, Arms & Equipment
Guide, and more.
The
Good: Uses a form of the d20 system found in
Dungeons & Dragons, so experienced players
will have a jump on the rules. Material covers the original
trilogy, plus some of the people, aliens, places, and
tech of the first two prequels.
The Bad: The d20 system can be complex,
which may not be a good fit for a fast-paced setting
like Star Wars.
Advisory: Swashbuckling violence, supernatural
themes.

ATLAS
UPDATE: Wizards of the Coast has
announced that a new edition of Star Wars
RPG using the Saga rules system will be released
in 2007. More information about the new version
will be here as it becomes available. |
Return
to the directory
|
| TEENAGE
MUTANT NINJA TURTLES AND OTHER STRANGENESS |
| Publisher:
Palladium
Cover Price: $10.00-$15.00 (used)
Availability: Out of print since 2002
- check your game store, Amazon,
or eBay
for a used copy.
Summary: A classic RPG from the 1980s
that allows players to play the Turtles themselves,
or make their own mutated animal superteam.
Dice used: d4, d6, d8, d10, & d20
Supplements: Many, mostly for different
settings (Australian, Yucatan, post-apocalypse, time
travel, dimensional travel, etc), plus a couple of adventure
books. Most all include new 'races' of animals (including
dinosaurs!) to use as mutated characters. The system
is compatible with Palladium's RIFTS RPG, which
opens up a lot of other supplemental material that can
be used.
The
Good: Younger kids love to play teenagers.
Flexible character creation rules allow for lots of
different kinds of mutated animal characters. Compatible
with RIFTS, which allows a lot of options and
supplemental material.
The Bad: Out of print for so long that
most copies that you find may be in pretty worn condition.
Advisory: Kung-fu
violence
Based
on the original Teenage Mutant Ninja Turtles comic books,
which were released in the mid-80s, Teenage Mutant
Ninja Turtles and Other Strangeness can
be played with the characters from the comic books,
or the players can create their own mutated animal characters
(or even human ones, if they really want) and start
their own superteam.
Character
creation not only includes stats and skills, but four
human features - Hands, Biped, Speech, and Looks, each
of which can be none, partial, or full. Each modifies
the character based on how closely those features resemble
a human's. The Turtles, as an example, would have full
Hands, Biped, and Speech, but their Looks would be "none."
For
a more up-to-date (and likely more expensive) alternative,
you can get Palladium's updated version of After
The Bomb ($20.95) - but make sure it's the
2002 edition with the black cover, which is a full game
- not the older red-cover edition, which was a supplement
for the original TMNT game. The new edition
contains the complete set of rules from the original
TMNT, but without the specific characters from
the comic books, and an apocalyptic-style setting.
Whichever
path you choose - the classic 80s book or After
the Bomb, you will find a wealth of material available
in Palladium's RIFTS books, all of which are
compatible with both games.
Return
to the directory |
One of
the great things about roleplaying games is how the GM and
players can mold and shape them into something all of them
can enjoy. If the rules of a game are too complex or confining,
with some work, they can be stripped out and replaced with
something new under the hood.
Below
are some examples of RPG systems - just the rules, and little
or no setting material included - that could work well with
young people, and replace any clunky rule sets that you don't
care for. Because these are just rules, no setting or story
content, there are no Advisories listed.
| FUDGE
|
| Publisher:
Grey Ghost
Cover Price: $34.99, though there is
a free lite version available
Availability: In print (check your
local game store or online at Warehouse
23), and also available as a free
PDF
Summary: An RPG toolkit that uses adjectives
instead of numbers to describe skills, abilities, and
success rolls.
Dice used: dFs - Fudge dice, special
six-sided dice with two faces each of pluses, minuses,
and blanks. You can get them from Warehouse 23 in basic
or bright
colors - $15.00 for a set of 20 dice (5 different colors),
plus a dice bag.
Supplements: A few available on the
Fudge
product page, plus supporting material on the web
(Fudge Factor)
The
Good: Rules-lite. System uses a series of words
in place of numbers to describe abilities and skills.
The Bad: Uses special dice that are
mostly unusable with other games (dice are inexpensive,
and with some extra effort, the game can be played with
regular d6s or d4s - but this can be confusing to kids)
Fudge
is a role-playing "kit" as well as a system.
Gamemasters can decide what abilities and skills are
available to a player, depending on the genre of game
that is going to be played. Because the system uses
words instead of numbers, it is easy to convert material
from other games into Fudge.
The
game uses seven levels to describe skills, attributes,
and successes - Terrible, Poor, Mediocre, Fair,
Good, Great, and Superb, and four specially
marked six-sided dice. In place of numbers, each die
has two pluses (+), two minuses (-), and two blank faces.
When a player attempts an action, they check their appropriate
stat, then roll the dice to see how much it should be
modified. Pluses and minuses negate each other, so a
roll of + + + - would factor out to
two postives (the negative cancels one of the three).
Blanks count as nothing.
So
a player with a Strength of Fair would modify it by
two steps up the Fudge Level chart, to a final result
of Great. If the difficulty of the action was Great
or lower, then the check was a success - if it was Superb,
he didn't make it.
A
handful of Fudge supplements are available
in print, such as Terra Incognita, a great
exploration setting. You can find even more material
online, especially in the online magazine Fudge
Factor.
On
the downside, Fudge uses dice that are unique
and mostly unusable with other games. The dice aren't
very expensive, however, and
there are alternatives available that use more common
dice (though these can be confusing to kids). A Fudge
Factor article on making your own Fudge dice out
of regular six-siders with pips can be found here.
Fudge
is great for using in place of any system that you feel
may be too complex for your players, and the word-based
system is excellent for those who think more in terms
of words than numbers.
Return
to the directory |
| RISUS
- THE ANYTHING RPG |
| Publisher:
Cumberland Games
Cover Price: FREE! Click
here for your copy!
Availability: In print, and available
in mere moments
Summary: A simple rule system that
uses cliches instead of attributes, skills, or character
classes
Dice Used: d6s - at least 6 of them,
preferably 6 for each player. Some rules allow for other
dice to be used for superhero or other powerful characters.
Supplements: Many, most are free, all are scattered
all over the internet. Visit the main Risus page for
links to most of them.
The
Good: FREE! Lots of supplemental material to
be found on the internet.
The Bad: Intermediate and experienced
gamers may find it to be too general.
Risus:
The Anything RPG is a rules-lite system that drops
abilities and skills and replaces them with cliches.
A player gets ten dice to spend on as many of these
cliches as they like - each one defines what type of
character they are. So, if a player wanted to create
a noir-style private investigator, they might create
the following cliches for him:
Private
investigator(4), Ex-Policeman(3), Jazz Enthusiast(2),
Coffee Addict(1)
Those
cliches create a basic idea of the type of character
he is. When a player tries to perform an action, he
uses the cliche that is most appropriate. This P.I.
would roll 4 dice to search for a clue or fire a gun,
3 dice to know a specific law or police procedure, 2
dice to recognize a jazz song heard through an open
window, and 1 die to talk someone into buying him a
cup of joe.
Rules
are included for Hooks and Tales, which encourage players
to flesh out their character even more in exchange for
more starting dice. There are also Pump and Double Pump
rules, which give emergency bonus dice to skills in
exchange for a penalty price in later rounds. Combat
consists of cliche rolls compared to one another - the
losing roll loses a die on all future rolls, and when
one of a character's cliches reaches 0, they have lost
the combat.
Risus
has achieved quite a following, with many fan-made rules
and supplements available online - check the Risus
website to see what's out there.
Return
to the directory |
| SAVAGE
WORLDS |
|
Publisher:
Great White Games/Pinnacle Entertainment Group
Cover Price: $19.95 PDF / $29.99 print
Availability: In print and available
as a PDF
Summary: A fast-paced RPG system
Dice Used: A nearly-full set (without
the d20) - d4, d6, d8, and d12 - with one extra d6 for
the "Wild Die." A set of standard playing
cards with the Jokers included is used for initiative,
but this is optional.
Supplements: Many available online at PEG's
website, including 50
Fathoms (swashbuckling), Evernight
(fantasy), Necessary
Evil (supers), and more.
The
Good: Easy to convert other gaming material
to the Savage Worlds system. Has a very active
and helpful online community (see below). Game mechanics
are very simple and straightforward. The use of playing
cards creates a familiar element to the game rules.
Rules can also be used to run miniatures wargames and
large-scale battles.
The Bad: Core book is somewhat limited
in scope, but this is remedied by supplemental material.
Some of the text is a little racy, but never vulgar.
Savage
Worlds describes itself as "Fast, Furious,
and Fun!", and they're not kidding - the game system
is quick, easy to learn, and has many elements that
make it fun to play. Skills and attributes are rated
by die type - d4 through d12 - and actions are resolved
by rolling the appropriate die to beat a target number
(usually 4). "Wild Cards" - characters that
are especially gifted (this includes all of the player
characters and some of the villains and monsters) get
a "wild die," an extra d6 that they can roll
during every check, with the option of taking the better
roll of the two.
Bennies
are benefits handed out to the players at the beginning
of the game, usually represented by tokens, that can
be spent to reroll an undesired result. The gamemaster
also gets a pool of bennies to use for the villains
and monsters in the adventure.
Standard
playing cards are used for initiative - determining
which characters get to act first in a round. The gamemaster
hands a single card to each player and one (or more)
to himself for any opponents that are involved. The
highest cards, starting with the Ace, act before the
others, unless someone draws a Joker - then that character
goes before all others, and gets a bonus to her actions.
There are even special abilities that can be used whenever
a Joker is drawn. Familiar elements like playing cards
can be helpful in teaching new players the rules of
the game.
Savage
Worlds has a very devoted fan base. If you have
a rules question, need help with a conversion, or just
want to talk to other players, you can join the forum
at www.peginc.com/forum.
The
Savage
Worlds
Explorer's Society is the official game master's
club, and offers nifty playing aids like player's mats
and tent cards, as well as member benefits for running
the game at conventions and clubs. There's also a wiki
- Savagepedia
- and an unofficial fanzine titled Shark
Bytes.
Return
to the directory |
| TRI-STAT
DX |
Publisher:
Guardians of Order
Cover Price: Free, though a print version
is available for a price.
Availability: Downloadable at DriveThruRPG,
or you can purchase a print copy direct from
Guardians
of Order
Summary: A free RPG system packed with a ton
of options.
Dice used: Any - the system is scalable to
use any type of die as the main die. Whichever die type
you choose, you will need at least two of them, preferably
two for each player.
Supplements: Many RPGs have been built
around this system, including Big
Eyes Small Mouth (see above) and Silver
Age Sentinels.
The
Good: Free. Lots of material packed into a
free game. Scalable system means that you can control
the power level of the game - or play using the dice
that are available on hand.
The Bad: Some of the text is a little
dense. The scalable system makes character creation
a little more complex.
Tri-Stat
dX is a free RPG system that gives you the most for
your download. The core book is packed with options
- skills, defects, superpowers, even rules for creating
vehicles. The system is unique in that it is scalable
- the setting determines what type of dice are used,
which, in the end, determines how difficult actions
will be for all characters. Tips are given for scaling
the system for 30 different genres.
Skills
have variable point costs, depending on the setting,
which can complicate character creation a little. But
this could always be avoided by sticking to the Multigenre
costs and discarding all of the rest.
If
you are looking to start a campaign completely from
scratch, and you would like to do it on the cheap, Tri-Stat
dX may be your best choice.
Return
to the directory |
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