|
|
| |
|


You
have reached the second page of the Adventurer's Atlas, which includes
Fantasy Realms and Hero City
  

Here you will find worlds of
marvelous magic, fierce monsters, brave heroes, and dark dungeons!
| ARGYLE & CREW |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
Diceless or
 |
Publisher:
Troll in the Corner
Cover Price:
$2.99 PDF - a free preview is available here.
Availability: Buy
the PDF here at
DriveThruRPG.
Summary: A simple storytelling game that uses sock puppets (or any other kind) as characters.
Complexity: Easy
Dice used: Diceless (or 1d6 [?] )
Supplements: Some scenario books - Differences: A Soppet's Guide to Anti-Bullying, The Scared Soppet, The Soppets Save Halloween - and even a soundtrack called Knock Your Socks Off. All of these items are currently free of charge.
The Good: Great for very young players, excellent
for teaching lessons like conflict resolution and respecting others.
Very good for impromptu play.
The Bad: May be too freeform for older and/or experienced players.
Advisory: None.
Argyle & Crew is a
charming little storytelling game that uses sock puppets
("soppets"), paper bag puppets ("pabapets"), and flat paper puppets
(flabbets") as both characters and character sheets. Players
create characters by making a puppet and attaching or
drawing Extras on them. These can be physical
attributes such as wings or antennae, or worn or held items such
as a hat, a computer, or money. Each Extra bestows a special ability to
the soppet - wings allow them to fly, a wizard's hat lets them cast
spells, a computer lets them look up facts online, and so on.
Alternately, a player can also choose one Fact about their character (a
benefit), and one Flaw (a disadvantage) and attempt to roleplay those
character elements. The
players agree on which of them shall be the Guide of the story. This
player chooses a Goal that the other players must achieve - this can be
revealed to them or hidden - and the storytellng begins. Argyle & Crew is a very basic set
of guidelines for running storytelling games. Since there are no limits
to what the Extras can accomplish, it can be very easy for the players
to achieve the Goal very easily. It's up to the Guide to make sure that
the story remains interesting for the other players, and this can be a
real challenge. The rules suggest a "There is only yes"
guideline, in which the Guide attempts to answer all questions and
requests with "Yes" as often as possible, except when it would involve
short circuiting the story (such as letting the players jump directly
to the Goal), hurting or being mean to others, or passing any
boundaries or limitations that were previously agreed upon. Personally,
I would suggest using the "Yes, but..." method, which gives the
gamemaster the option to put a restriction on the request. ("Yes, you
can use your pogo stick to jump to the other side of the island to get
to the Goal, but once you land there, you find that someone has moved
it!") Some advanced
rules near the end of the book turn the game into something a bit more
like traditional RPGs, with numbered stats and d6 rolls to determine
results - these may make the game a bit more appealing to older players
and Guides who would like to work with something a little more concrete. The
published scenarios for the game have a general theme of coping with
social situations - bullying, for example - and it would be great to
see more of these released.
Argyle & Crew
is a great introductory storytelling game that will work well with
younger players, and could have a lot of potential in teaching
environments. The physical element of the puppets will draw lots of
players in, no matter their age - who doesn't like playing with
puppets, after all?
Return to the directory
|
| AZAMAR |
|
|
| COMPLEXITY: |
| Medium |
| DICE: |
x 10-12 |
Publisher: Wicked North Games
Cover Price:
$5.00 PDF / $15.00 softcover / $25.00 hardcover
Availability: Buy
the PDF here at
DriveThruRPG.
Summary: A heroic fantasy RPG with some unique twists.
Complexity: Medium
Dice used: d6 [?]
Supplements: None as of this writing.
The Good: Quick character generation, lots of setting information in the core book.
The Bad: May be too grim for younger players.
Advisory: Cinematic violence, supernatural elements.
Azamar
is a fantasy RPG that gives a few interesting twists to the traditional
fantasy tropes. A good portion of the setting is typical fantasy fare –
the history, for example, features a long history of war and a
tyrannical leader of the dark forces bent on world domination. The
details of the setting diverge from the norm, however – full-blooded
humans are rare rather than dominant (so rare that a limit of 1 per
adventuring party is recommended by the rules). Some of the character
races bear likenesses to familiar fantasy folk – the dwarflike Immyr and
gnomish Enfri are two examples – while others are a bit more unique to
the setting, such as the impish Shrave. Each of these races is presented
with the typical attitudes that they may have towards members of the
other races.
The world of Azamar is interconnected with many others through a
metaphysical barrier called the Fabric. Magic users can manipulate this
barrier to create magical effects, and can even travel through mentally,
spiritually, and physically into another realm called the Blur.
The system uses a modified version of West End's versatile d6 system –
players who want their characters to attempt an action roll a number of
d6s equal to the appropriate attribute or skill number, and try to beat
an assigned target number. One die in every roll is designated as a wild
die that “explodes” on a 6 (that is, it's added to the total and rolled
again as a bonus) and indicates a fumble on a 1 if the target number
isn't reached
Character generation is a point-buy system – dice are assigned to
attributes and skills, and a pool of points is spent on Character
Features. An optional table allows players to roll a random background
for their character. Magic users can choose a faction to align with –
Asceromancers, Elementals, Zamaranth, Tatuaxe, Weavers, and The Order –
and each bestows special abilities to the spellcaster.
As with many RPGs, Azamar contains a “brownie point” system – rewards
for creativity, roleplaying, defeating enemies, etc. In this case, it's
been named Cinema Points, and any that are earned can be used to improve
die rolls, activate Character Features, or improve character aspects
during downtime. One of my favorite elements of this game is in the
Cinema Point mechanics – a series of multipliers are given that are to
be applied to any CPs that the GM gives out for defeating opponents,
which results in better rewards for outwitting, capturing, and even
converting opponents over killing them. It's a great little touch that
encourages roleplaying over brute force.
The book is rounded out with a ton of Azamar lore – strange deities,
calendar and cultural holidays, locations, a bestiary of some very
unusual and alien creatures, an extensive section on GMCs, a brief
sample adventure (Road to Azamar), and 22 character sheets (several for
the different races, and one blank sheet).
Return to the directory
|
| BLUE ROSE |
|
|
| COMPLEXITY: |
| Medium |
| DICE: |
 |
Publisher:
Green Ronin (Blue
Rose's website)
Cover Price:
$29.95, $16.00 PDF - a free 'fastplay' game is available here.
Availability: Buy
the PDF here at
DriveThruRPG. For print copies, see Amazon or your local game store.
Summary: Sword
and sorcery using a simplified version of the Dungeons
& Dragons rules, but with a more romantic fantasy
theme.
Complexity: Medium
Dice used: d20 [?]
Supplements: Blue
Rose Companion, Narrator's Journal.
and World
of Aldea. Conversion rules make the large amount
of Dungeons
& Dragons 3rd Edition material useable with this
game.
The Good:
Simplified version of the d20 rules used in the third editions of Dungeons
& Dragons. D&D 3e 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
|
| BROADSWORD |
|
|
| COMPLEXITY: |
| Medium |
| DICE: |
 |
Publisher:
Deep7
Cover Price: $3.95
Availability:
Available at Deep7's website, deep7.com
Summary: A
heroic fantasy mini-RPG.
Complexity: Medium
Dice
used: d6s [?]
Supplements: World of Broadsword.
The Good:
Inexpensive. Great for one-shot adventures
The Bad: S
Advisory:
Cinematic violence.
1PG games are a series of role-playing
games with one page of rules, a character sheet, and a handful of
scenarios, all at a very affordable price. The games are rules-lite - in fact, the entire rule set fits on a single page.
Broadsword is a heroic fantasy RPG and would be a great alternative to more complex fantasy RPGs like Dungeons & Dragons.
Find out more about these
mini-RPGs at
the 1PG atlas
entry.
Return to the
directory
|
| CASTLES &
CRUSADES |
|
|
| COMPLEXITY: |
| Complex |
| DICE: |
 
 
  |
Publisher:
Troll Lord Games (C&C's
webpage)
Cover Price: $19.95
Availability: Buy
the PDF here
at DriveThruRPG
Summary: Sword
and sorcery using a lighter set of the Dungeons & Dragons
rules, in a nostalgic format.
Complexity: Complex
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
|
| CHANGELING:
THE DREAMING |
|
|
| COMPLEXITY: |
| Medium |
| DICE: |
x 10-12 |
Publisher:
White Wolf Studios
Cover Price:
$15.00 - $20.00 (used), $9.00 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.
Complexity: Medium
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).
Return to the directory
|
| DRAGON |
|
Publisher:
Wicked Dead Brewing Company
Cover Price: $.99
Availability:
Available as a PDF at John
Wick's website
Summary: Dragons
fight each other for loot, survival, and sweet, delicious socks.
Complexity:
Easy
Dice
used: d [?]
Supplements:
None
as of this writing Review coming soon!
Return to the
directory
|
| THE
DUNGEON ADVENTURE |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
 |
Publisher: Ben Garvey
Cover Price:
$5.99 Availability: Available at kidsdungeonadventure.com
Summary: A simple dungeon crawl game for very young adventurers.
Complexity: Very simple
Dice used: d6 [?]
Supplements: None The Good: Simple rules, uses toys and homemade props.
The Bad: Nothing. It's all good.
Advisory: Contains character death (but see below) The Dungeon Adventure is a set of guidelines for simple dungeon crawl
games. Adults build a dungeon floorplan out of building blocks and stock
it with monster and treasure cards, and the young adventurers choose
their favorite toys to send into the dungeon to complete the quest.
Combat is very simple - there are no attack rolls, players and monsters
just roll 1d6 for damage. When a monster runs out of hit points, it's
dead, and you can help yourself to the treasure it was guarding.
The PDF set includes a 6-page rulebook, a sheet for tracking heroes and
monsters hit points, and a set of monster cards. The monster cards are
one of my favorite parts - rather than illustrations, the cards feature
colorful pictures of toys (spiders, snakes, dragons, etc.) that kids
will love.
My only issue with the game is that, as written, characters can die.
This could be troublesome for some young children if they become
attached to their heroes. It is easily remedied by allowing the players
to drag any mortally wounded heroes back to the "hotel" and heal them
there (possibly for a substantial fee).
It's a great little PDF package that can be used as a starting point for
many grand adventures, and a good base to build a simple role-playing
game on. What happens when the heroes venture into the wilderness? Can
they use their accumulated treasure to build a stronghold? What if the
monsters surrender and want to join the side of the good guys? The
answers to these questions aren't found in The Dungeon Adventure,
because the real fun is coming up with them on your own.
Return to the directory
|
| 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.
Complexity: Complex
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
|
| ELDRITCH HIGH |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
None (uses 1 deck of playing cards per player) |
Publisher: John Wick Presents
Cover Price:
$5.00 PDF
Availability: Buy
the PDF here
at DriveThruRPG
Summary: A high school for magically gifted teens
Complexity: Easy
Dice used: None - this game uses one deck of standard playing cards (Jokers included) for each player and the gamemaster.
Supplements: None as of this writing.
The Good:
Lite rules system. Kids love to play teenagers.
The Bad: Nothing
bad here. It's all good.
Advisory: Supernatural themes (magic, supernatural
creatures) Eldritch
High puts players into the roles of students at the Alexander Circe
Academy for the Study of the Esoteric and Eldritch Arts - a four year
high school that locates teens that have magical powers, shelters them,
and aims to direct them on the proper path.
A ton of roleplaying potential is packed into this little 39-page RPG,
which is played with a deck of standard playing cards for each player
and the headmaster (GM).
Characters are created by answering questions about their background -
Where are you from?, What do you look like?, What is your stereotype?,
etc. - and then choosing their class schedule and electives. Players
choose a class that their character is a Prodigy, select Gifts (Elven
Blood, Teacher's Pet, etc.), and choose one of the five dorms for their
character to take up residence. All of these items are filled out on a
character sheet that resembles a class schedule form.
Each of these details grants them bonuses in potential Risks, those
moments when a character attempts an action. A Risk involves pulling
cards from the deck - one card for freshman, two for sophomores, and so
on - plus any bonus cards from Gifts, Dorm, and so on. Drawing 10 or
more value in cards allows the player to take narrative control of the
story, and any unused cards can be saved for additional opportunities to
add details to the story.
The game is formatted to model the high school experience - game
sessions represent a week of a semester, players choose how much of
their character's downtime is spent on studying, practicing, and goofing
off - each with potential benefits for the character. An extensive
Headmaster section that covers metaplots, dating (including brief rules
for character romance), exploration, and more.
If all of this seems somewhat familiar, and you're wondering if this RPG
could be stripped down and refitted to play in the world of a very
popular series of fantasy school novels - the simple answer is yes. But
the setting presented here is intriguing enough to encourage running it
as is.Return to the directory
|
| FAERY'S
TALE |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
x 6-10 |
Publisher:
Firefly Games
Cover Price:
$10.00 PDF / $19.95 print
Availability: Buy
the PDF here
at DriveThruRPG, or visit 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.
Complexity: Easy
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. Arion Games
publishes a set of paper miniatures for Faery's Tale that you can
purchase on RPGNow.
The Good:
Lite rules system. No character death. Contains diceless and LARP
options. Flexible system allows for creative character building and
storytelling.
The Bad: Nothing
bad here. It's all good.
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
|
| KIDS, CASTLES,
& CAVES |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
 |
Publisher:
Brave Halfling Publishing
Cover Price: $5.00
Availability:
Buy the PDF here
at DriveThruRPG
Summary: A
simplified fantasy RPG for young people.
Complexity: Easy
Dice used: 1d6
[?]
Supplements: None
as of this writing.
The Good:
Great for kids who have been bugging you to play "that dragon game." A
good introduction to more complex RPG rules.
The Bad: No
setting material (but see below).
Advisory: Fantasy
violence, fantasy magic
Kids,
Castles, & Caves is a simple fantasy RPG that
bears a striking resemblance to early editions of basic D&D. Players
can choose from Cleric, Dwarf,
Elf, Fairy, Halfling, Knight, or
Wizard for their
characters, and acquire "Play Points" by defeating monsters -
enough of these points will allow them to go up in level (all
the
way up to Level 3!).
Players (and monsters) roll 1d6,
and add their level modifier to attempt to beat their opponent's
Defense score. If they do, they roll again (with the same modifier) to
do damage. Rather than having to choose from long lists of spells,
Wizards get to cast Magic Blast as often as they wish, while Clerics
can cast Healing (and Bring Back To Life, at 3rd level).
KC&C
is all combat - there are no rules for skills, or guidelines for
roleplaying characters. No setting material is provided, but the
purpose of this game is to allow a parent or guardian gamemaster to
convert some of their favorite D&D
material so that their young adventurers can give it a go. Three sample
dungeons, are included, along with 21 different monsters and a handful
of magic items, to get you started.
KC&C
could be what you're looking for if you are interested in a very basic
introduction to Dungeons
& Dragons.
Return to the
directory
|
| LASHINGS OF
GINGER BEER |
|
|
| COMPLEXITY: |
| ? |
| DICE: |
x 5-6 |
Publisher: Beyond
Belief Games
Cover Price: $2.50
Availability:
Buy the PDF here
at DriveThruRPG
Review coming soon!
This RPG is available in a bundle with
two other kid-friendly RPGs -It's
a Dog's Life and Tales
From the Wood - a very good deal for the price!
Return to the
directory
|
| MAZES &
MINOTAURS |
|
|
| COMPLEXITY: |
| Medium |
| DICE: |
  |
Publisher:
Legendary Games Studios
Cover Price: Free
Availability:
Available for free at http://storygame.free.fr/MAZES.htm
Summary: A
fantasy RPG from a parallel world, inspired by Greek mythology and
Harryhausen movies.
Complexity:
Easy
Dice
used: d6s and
d20s (as far as I've read, anyway...) [?]
Supplements:
Maze
Master's Guide, Creature Compendium, and M&M
Companion, all available for free on the site.
The
Good: FREE! Can be used to teach mythology and ancient
culture.
The Bad: Rules are
somewhat archaic, due to it being a re-creation of early RPGs.
Advisory: Fantasy
violence and magic. Review coming soon! Return to the
directory
|
| THE
PRINCE'S KINGDOM |
|
|
| COMPLEXITY: |
| Medium |
| DICE: |
x 10
x 20
x 10 |
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.
Complexity: Medium
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
|
| REDHURST
ACADEMY OF MAGIC |
|
|
| COMPLEXITY: |
| Complex |
| DICE: |
 
 
  |
Publisher: Human Head Studios (Redhurst's
website)
Cover Price: $29.99
Availability: Out
of print - check your local game store
Summary: A school
for young magic-users that can be transplanted into almost any fantasy
setting.
Complexity:
Complex (depending on system used)
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
|
| RPGKIDS |
|
Publisher:
Highmoon Games
Cover Price: $2.99
Availability: Buy
the PDF here
at DriveThruRPG
Dice
used: 2d6 and 2d12 per player [?]
Supplements:
None as of this writing. Review coming soon! Return to the
directory
|
| SWORDS &
WIZARDRY QUICK START |
|
Publisher:
Legendary Games Studios
Cover Price: Free
Availability:
Available for free here. Review coming soon!
Return to the
directory
|
| WITCH GIRLS
ADVENTURES |
|
Publisher:
Channel M
Cover Price:
$19.99
Availability: Buy
the PDF here
at DriveThruRPG
Review coming soon!
Return to the
directory
|
| THE ZANTABULOUS ZORCERER
OF ZO |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
 
|
Publisher:
Atomic
Sock Money Press
Cover Price:
$30.00 print / $15.00 PDF
Availability: Buy
it here
at DriveThruRPG
Summary: Fairy
tale adventures in the vein of Wizard of Oz, Chronicles of
Narnia, Peter Pan, Charlie and the Chocolate Factory, and
others.
Complexity: Easy
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
|
If you've always dreamed of being a
superhero, you really should try one of these RPGs - but make it quick.
There are dastardly villians to defeat, and only one hero can possibly
save the day!
| HERO FORCE |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
 |
Publisher:
Deep7
Cover Price: $3.95
Availability:
Available at Deep7's website, deep7.com
Summary: A
mini-RPG about classic comic superheroes.
Complexity: Easy
Dice
used: d6s [?]
Supplements: None.
The Good: Inexpensive. Great for one-shot adventures
The Bad: Character death is easy (though this could
easily be changed)
Advisory: Cartoon
violence.
1PG games are a series of role-playing
games with one page of rules, a character sheet, and a handful of
scenarios, all at a very affordable price. The games are rules-lite - in fact, the entire rule set fits on a single page.
Hero Force is an RPG about classic comic book superheroes, and would be a great match
for any young people who enjoy superheroes in comics and movies. Find out more about these
mini-RPGs at
the 1PG atlas
entry.
Return to the directory
|
| SUPERPETS |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
| Any |
Publisher: Zak Arntson
Cover Price: FREE!
Availability: Harlekin-Maus website.
Summary: A
very silly RPG about superhero pets
Complexity: Easy
Dice used: One die of a different color (but same type) for each player. [?]
Supplements:
None
Review coming soon!
Return to the directory
|
| TRUTH & JUSTICE |
|
|
| COMPLEXITY: |
| Easy |
| DICE: |
  |
Publisher:
Atomic Sock Money Press
Cover Price:
$13.00 PDF - $20.00 print
Availability: Buy
it here
at DriveThruRPG.
Summary: A
superhero RPG with story-driven rules
Complexity: Easy
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
|
Young
Person's Adventure League - Main
- FAQ - Adventurer's
Atlas - News
- Notebook - Toolbox
|
| |
|