Showing posts with label Gameplay. Show all posts
Showing posts with label Gameplay. Show all posts

Sunday, 19 June 2022

Hero Kids Encounter Difficulty

In putting together the Hero Kids Brecken Vale Gazetteer, I (finally) correctly organised the adventures into tiers of play.  

In the Gazetteer, these are arranged geographically, beginning with the Adventures in Rivenshore, then Skritteland, then adventures Across the Vale.

The Adventures in Rivenshore tier are introductory adventures and will be adjusted to have Easy difficulty.

  • Basement O’ Rats
  • Fire in Rivenshore
  • Tomb of the Lost King
  • Darkness Neath Rivenshore

Adventures in Skritteland are slightly more challenging and will be adjusted to have Moderate difficulty:

  • Twilight Watchtower
  • Curse of the Shadow Walkers
  • Mines of Martek
  • Maze of the Minotaur

Beyond those adventures, the rest will be Hard difficulty.

  • Wizard’s Tower
  • The Lost Village
  • Glade of the Unicorn
  • Yuletide Journey
  • Escape from the Ghost Pirates
  • Reign of the Dragon

Which begs the question, what does it mean for an adventure to be Easy, Moderate, or Hard.

Until now, the difficulty of Hero Kids adventures has been a factor of their duration (the number of  encounters) and the challenge posed by the enemies in each encounter.

However, the difficulty of each combat encounter is difficult to calculate, due to the multitude of factors that goes into it:

  • Number of heroes (and which heroes are used)
  • Enemy array for each hero
  • Arrangement of heroes and enemies on the encounter map
  • Hero equipment or advancement.

Those of you who've played any Dungeons & Dragons, will know that there's no easy or reliable way of calculating the strength of a monster, or the strength of a party of adventurers.  And it would be foolish to think that Hero Kids is simple enough to afford a simple calculation.

But Hero Kids is simple enough to estimate encounter difficulty.

To estimate the difficulty of an encounter, we need to establish a baseline.  For this, I propose that the baseline is derived from a single hero, basically factoring in that heroes abilities, armor, and health boxes (but not their Special Action and Bonus Ability).  

Luckily, all heroes use the same rules to calculate their abilities (strength, dexterity, and intelligence), armor, and health.  Heroes have 4 dice to assign to their abilities and armor and they have 3 health.  The 4 dice arranged between abilities and armor reflect a hero's power, and the 3 heath reflects their longevity.  Together, their power and longevity reflect their overall power.  

This gives us a baseline of 12 power (4 times 3) for each hero.

For heroes that use ranged or magic, which cost extra dice to assign, I'm going to assume that their longer ranged attacks (and other abilities) are balanced out by their lower dice of ability dice.  So all heroes have the same 12 power.

Enemies, comparatively, do not follow preset rules for their creation, so their power varies a lot.  But we can use the same rules to estimate their relative power:

For these enemies, we have:

  • Bat: 3 abilities x 1 health = 3 power
  • Pirate Archer: 4 abilities x 2 health = 8 power
  • Giant Rat: 1 abilities x 1 health = 2 power
  • Skeleton Warrior: 4 abilities x 2 health = 8 power

Comparatively, a 'boss' creature is more comparable to a normal hero:

This King Rat is a boss creature, and is the same power as a single hero:

  • King Rat: 4 abilities x 3 health = 12 power

Now that we have a baseline for a creature's power, we can estimate encounter difficulty.

For this, I'm using the following (rough) calculations for the difficulty of each encounter:

  • Easy: 6 power per hero
  • Moderate: 8 power per hero
  • Hard: 10 power per hero

There are several caveats to this estimate.  

First, the bosses clearly outmatch single heroes.  For this, we will rely on the heroes' health potions to give them enough advantage to survive climactic battles.

Second, magic and ranged abilities cost 2 dice, but only give 1 dice for those attacks.  We'll assume that these heroes are roughly the same power as baseline 4 dice ability heroes.

Third, when there are 3 or 4 heroes, their abilities reinforce each other (Teamwork, split attacks, etc), significantly increasing their collective power.  In this case, some increase in the power of enemies can be accommodated.

Let's take a look at a Moderate encounter.  As you recall, this encounter should have 8 power for each hero.


Based on these monsters, the combat has the following difficulty calculations:

  • 1 hero: 6 power (6 power per hero)
  • 2 heroes: 18 power (9 power per hero)
  • 3 heroes: 24 power (8 power per hero)
  • 4 heroes: 36 power (9 power per hero)

As you can see, the exact difficulty varies for each hero due to the granularity of the underlying monsters.  But even with that variation, this encounter generally adheres to the 8 power per hero difficulty expected of a Moderate difficulty adventure.

So there you have it.  Is this workable in practice?  What's your experience been with individual encounter difficulty?  Will this help?  Is it close to 'correct'?

This difficulty calculation revision will be incorporated into all of the Hero Kids adventures over the next few months in the lead up to:

HERO KIDS' 10TH ANNIVERSARY THIS OCTOBER!!!!!!!! 

Check out the Hero Kids Complete Fantasy PDF Bundle at DriveThruRPG

Friday, 1 March 2019

Hero Kids YouTube Actual Play - Darkness Neath Rivenshore

People who've never played RPGs before often ask, "How do you even play Hero Kids?" This is a great question.

So much of playing RPGs is learned through participation and tradition. Which makes it hard for people to get started outside of that tradition.

For those out there who want to know how to play Hero Kids, I recorded a playtest of Darkness Neath Rivenshore with my kids:


This was my first shot at recording video and audio, and comes with a bunch of embarrassing qualifications and apologies.
• The exposure fluctuates a bit at the start, I kept moving the papers.
• I read too much of the adventure text verbatim (when you're running Hero Kids it's best to internalise the gist of the text blocks rather than read them like I did).
• Dash was sniffing at the start (you can see me looking at him sternly)...  :-)
• The video gradually progresses into potato quality as we lost light (it's not terrible, but it's a bit grainy). :-)
• I forgot to use some of the monsters' special abilities...
• Any rules mistakes are all my responsibility.
• The adventure changed slightly after this paytest; I added another puzzle in the encounter with the dire rats.

Friday, 8 February 2019

Playtesting Darkness Neath Rivenshore

Thanks everyone for your feedback around the idea of having a somewhat 'mature' ending for the next Hero Kids adventure: Darkness Neath Rivenshore.


Based on your feedback, I've included the option of having alternate 'rescue' or 'ghost' paths through the adventure:

"This Hero Kids adventure includes two possible endings, one for younger kids, and another for more mature players:
•  Emon is rescued and reunited with his parents
•  Emon is a ghost who died in the well long ago

In the ‘rescue’ ending, the heroes find Emon hiding in the final room, and reunite him with his parents.  In the ‘ghost’ ending, the heroes find Emon’s bones, and take them to the cemetery to bury alongside his family."


In other news; Violet, Dash and I have been playtesting the adventure, and everything's looking great!  Stay tuned!



Check out the Hero Kids Complete Fantasy PDF Bundle at DriveThruRPG

Friday, 1 February 2019

Adventures with Challenging Themes?

Hero Kids people. Help me out. I've been writing a new Hero Kids adventure, where the heroes rescue another child who's trapped down a well.

However, I had a quandary last night: I'm not sure that all parents will be cool with the story tilt at the end of the adventure. Basically, the child is revealed to be a ghost who died in the well hundreds of years ago, and in the end the heroes lay the ghost to rest and reunite it with its parents.



What do you all think?

What do you think of this kind of content for Hero Kids?

Should I switch it to a straightforward rescue mission?

Friday, 7 September 2018

Sunday, 22 July 2018

Reign of the Dragon adventure!

Folks, it's been a long time coming, but I've finally finished the latest Hero Kids adventure: Reign of the Dragon.

This is by far the largest Hero Kids adventure yet, weighing in at a whopping 57 pages of encounters, maps and monsters.


This premium adventure takes the kids on a journey to rescue the dragon Algoxarth. Can the kids slip past the cultists who have surrounded Rivenshore? And can they rescue Algoxarth and her dragon egg from the Dragon Prince, or will he succeed in his fiendish plan?

• Premium adventure with 11 encounters
• Includes monsters; cultists, dragon, dragon hatchling, dragon prince
• Includes two playable heroes; dragon hatchling and dragon warrior
• Comes with 13 new modular map tiles and more variations


The kids certainly had a blast helping out with this adventure.  They both chose a core hero and a pet for this one.  Violet chose the female warrior (Ayla) and the fox (Bliss).  Dash chose the warlock (Warlock) and the wolf (Wolfy).






But it's quite long, so I recommend splitting it up across at least two sessions.

Check it out here at DriveThruRPG:

DriveThruRPG: Hero Kids - Reign of the Dragon

Wednesday, 11 July 2018

Hero Kids reviews and feedback roundup

It's been a little while, but I've been working/slaving on... Hero Kids things!


In the interim, there's been lots of reviews and random feedback for Hero Kids, so let's round it up:

"I just wanted to give you a quick shout to say thanks again for the complementary copy of Hero Kids. I played Basement O' Rats with my 8- and 5-yo boys and they went completely nuts over it! So I went and bought the full fantasy bundle and it has quickly become our favorite hobby.

Once I was comfortable with the system I ran a couple more sessions for my kids and their cousin (11-yo), along with my brother and my sister's boyfriend (both in their 30's) and it was a huge hit with everyone. Of course the adults added their own "flavor" to the game, secretly backstabbing each other and creating some pretty hilarious situations. Both my boys have created their own characters and pets, and my older son has started making maps and wants to run his own games eventually.

Anyway, I'm glad to have discovered the game as it has given me another way to connect to my kids, which is invaluable to me. I appreciate that you gave me a chance to check it out. Thanks and take care!"


Next, how about this:

"6.5 year old has very much enjoyed the game - we've played 2 of the adventures so far - one of which we did one evening while on a family vacation - just had printed the adventure beforehand - handful of 6 sided dice and a very compact game to play whereever the desire (or boredom) may strike.

Simple rules, simple math, the adults have had fun, she has had fun. Works on listening skills, critical thinking, some good math practice for the age group, and at least one of the adventures highlighted a discussion we needed to have on what kinds of things are appropriate for "keeping secrets" vs what should be discussed with an adult."


And maybe this:

"What a great system to introduce RPGs to my 6yo boy! I was an AD&D and GURPS player from waaaay back when, and have been missing the hobby. When my son found my old D&D books and expressed interest, I jumped at the opportunity. I went looking for an age-appropriate system, ultimately landing on Hero Kids.

We had our first extended session this past weekend, and boy howdy did he have fun! He picked up the game mechanics straight away, and I got back into my old GM groove (just like old times!) He immediately gravitated to the Wolfchild character, and we spent several hours just developing his backstory, and my mind is abuzz with some fun ideas for an extended storyline. I'm so jazzed he's taken to the hobby so enthusiastically, and that I'm able to scratch that RPG itch after so long.

Thanks for creating such a great game!"


And how about this:

"I DM D&D for my family and friends, but my younger kids and their friends want to play, too, and it is just over their heads. Hero Kids is simplified enough where the kids can grasp the concept, yet versitile enough that they can bring their own flair to the premade characters, or create their own custom characters. The system is well thought out and balanced fairly. I like how the hit points are simplifed and are "knocked out" instead of killed (Though I have some kids with huge imaginations that want the deaths to be cartoon bloody. lol).

I bought the complete package with extra heros, bad guys, and adventures. They're all awesome. I absolutely love that every hero and mob comes with a paper mini, too, that can be colored in for personalization. :)"




Check out Hero Kids - Complete Fantasy PDF Bundle on DriveThruRPG

Saturday, 30 July 2016

Monster Compendium Editing...

Spent the week editing the Hero Kids Monster Compendium.  I'm noticing a pattern that little projects develop into big projects...


The compendium is now 120-ish monsters, but also includes details about the monsters, a sprinkling of history, and a boatload of adventure hooks.  As Brian Beniot states:

"From the perspective of a GM, I absolutely love all the hooks you've included in the book.  You could literally flip to any page and run an off-the-cuff adventure off of any one of the hooks provided, so I love the book from that perspective."

The compendium also features an amazing new cover by Eric Quigley:

Thursday, 30 June 2016

Hero Kids - Monster Compendium preview

Quick update on the Hero Kids - Monster Compendium.  Each of the types of monsters will include a description of the monster, plus extra gameable details about their tactics and adventure hooks.

Here's a preview of the Elementals and Cultists:


Wednesday, 28 October 2015

Hero Kids Review Roundup...


It's about time I posted some of the Hero Kids reviews that have been popping up around the Internets:

Tribality: Games Change Lives: Hero Kids RPG for Ages 4-10
"Hero Kids is an elegant system with straight-forward mechanics that kids from 4-10 can grasp.  The game uses 6-sided dice and a few characteristics that are represented visually: Melee, Ranged, Magic, and Defense.  So if you have a youngster you want to introduce to roleplaying games earlier than age 10, do yourself a favor and pick up everything Hero Kids.  You won’t regret it."

Review(ish) Session Report: Hero Kids – Escape from the Ghost Pirates
"Lately I’ve been trying to get my closest family interested in role-playing games.  Hitherto without any real significant success.  During our last session of Hero Kids, however, something extraordinary happened."

"I described the (ship from Escape From the Ghost Pirates) where the characters now found themselves in: heavy cannons, cannon balls, some rope and lots of crates and barrels.  This is the moment something clicked in the mind of my players and they suddenly began to actively interact with their surroundings.  They began to search the ship, discovering things and, most importantly taking advantage of it for both role-playing and for combat.  They discovered that everything is allowed and that there are practically no set boundaries in role-playing games.  "

"I recommend
Hero Kids for all adults that would like to introduce kids to fantasy gaming generally, and fantasy role-playing games specifically, but skip Basement O’ Rats.  Go straight to any of the other adventures in the Hero Kids-line and you should be set."

My Hero Kids and Their First RPG Session
"I recently introduced my board game loving boys, Josh (11 years old) and Evan (9 years old), to role-playing games.  It was a fantastic experience that I wanted to describe in my blog.

Hero Kids has several great aspects that I thought would appeal to my boys. First there is VERY little math.  For most actions instead of doing addition or subtraction you roll dice and take the highest number.  REALLY simple.  If you are better at something you roll more dice.  I also thought that Hero Kids was very intuitive to pick up but still has a surprising amount of flexibility.  I felt that I could EASILY modify the system to play superheroes, science fiction stars, cartoon characters, or anything my boys might want to play.  When I asked the boys they decided that they wanted to play heroes like Zelda.  That means epic high fantasy… easy."

...The next room featured a puzzle with a miner caught in a sinkhole.  In the first room they had collected a rope.  Even though it took some prompting by Don they eventually figured it out and saved the miner.  It was a nice little problem to resolve.

Overall I know the session went really well.  How do I know?  After the session Evan asked about the village where the characters live and the underground river that they saw in the mine.  He asked if they could investigate these next time."


Hero Kids First Session
"Today, my Hero Kids players met during Club time and managed to do the following:
•   Started the adventure in a tavern
•   Accepted a call for help
•   Went into a basement and defeated a group of rats
Three cliches in one session, it's awesome. Nothing is a cliche to these kids because it's all new to them."

So far, so good! We had quite a few eager watchers during the last part of the game as students came in from break-time. I'm almost disappointed I'm on leave for the next few weeks so that we can't carry on with
Hero Kids right away."

Hero Kids: An RPG for Little Role Players
"Like any good fantasy setting, Hero Kids starts in the local tavern with an introductory adventure called Basement o’ Rats, which asks our wee heroes to venture into the tavern basement to save their buddy Roger (of course he has the name Roger) from rats the size of those giant stuffed teddy bears they sell at Costco.  The adventure was a smash hit and my daughter immediately asked if we could run it again."

Hero Kids is great fun. She loves it and I love the time with her."



Here's the link to DriveThruRPG:

DriveThruRPG - Hero Forge Games

Friday, 10 July 2015

Playtesting a new Hero Kids adventure...

It's school holidays here in Australia, and Violet and I finally got a chance to playtest the new Hero Kids adventure, 'Wizard's Tower'.  Unfortunately, Dashy's been sick all day, so I took one hero to play along with Violet.


Once we reached the actual tower, Violet and I got smashed by the rickety constructs.  My rogue (Sera) was KO'd and Violet's healer (Hera) was cornered by the crazed automatons.  Violet's quick thinking saved when she healed my character and got me back in the fight, and together we managed to reduce the enemies to splinters!


All in all, the adventure looks good, but I might tweak those constructs to make them slightly more rickety... :-)



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Sunday, 21 June 2015

Epic Hero Kids Campaign...

I wish my Hero Kids campaign was this epic!


Michael Henry has been running an epic Hero Kids campaign for his kids and their neighbors, which he's been documenting over on his blog:

"I've decided that I'd like to share some of our best moments from our campaign (and some of the moments from our non-campaign adventures, too). We have played Hero Kids for at least 40-50 hours at this point (not including all my prep time, which I also love) and have had a dozen or so "memory-maker" moments. As a dad, these are why I play games with my boys, coach my boys' teams, and vehemently protect my free time to spend with them. Their joy gives me joy."

Michael's worked to expand the individual adventures into a long campaign, which you can read about in his posts here:

Our Epic Hero Kids Campaign

Sweet!

Sunday, 17 May 2015

Hero Kids Updates Live...

Previous Hero Kids purchasers should by now have received an email about the updates to almost all of the game's PDFs which are available from DriveThruRPG.

Here's the changelog:

•  Updated all hero and monster cards with filled artwork and for consistency in special actions and bonus abilities
•  Improved Ability Test examples in core rules
•  Updated Glossary in core rules
•  Updated Skills section in core rules to add dark vision
•  Added rules for Equipment and Items to core rules
•  Added extra monsters from print edition to the core rules PDF
•  Added printing authorization to core rules and expansion PDFs
•  Changed definition of Engaged to include 'targeted by an attack or with another adjacent enemy'
•  Updated artwork for giant rat and king rat in Basement O' Rats and core rules


This has been a pretty major piece of work to update all of the artwork and PDF files, so errors could well have slipped through. Don't hesitate to let me know if you see anything that needs to be fixed.

If you didn't get the email, you can get the updated PDFs by logging in to DriveThruRPG and downloading all of the updates through the My Library page.



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Sunday, 14 September 2014

Riotous GM's Hero Kids review

The titular Riotous GM from Riotous GM posted a long piece on running Hero Kids for his 8 and 15 year-old kids:

Riotous GM: Kids – Heroes, etc

Quotes:

"I decided that Hero Kids was worth picking up, at the ridiculously cheap price for the complete bundle even if I didn't like or run it I wouldn't have lost much."

"What I found quickly was how much of a joy the published adventures were to run. The layouts are very simple and each encounter simply lays out what changes are necessary depending on the number of players, anything from one to six is a doddle."

"While my fifteen year old (who plays in my regular Pathfinder campaign) unsurprisingly wasn't a huge fan the eight year old loved it."

"While we were on holiday my eight year-old not only reread the rules but also (at my prompting) Basement O Rats so that he could GM it while I played. While he still needed some guidance on the mechanics he improvised an attack by a giant lobster (which he reskinned from the character sheet and mini from a giant scorpion) at an appropriate point and messed around with the ending so that I got a bit of a surprise."

"We've loved boardgames and been playing lots but
Hero Kids has really made me rethink my approach and I’m looking forward to seeing where this goes."



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Sunday, 1 June 2014

Hero Kids review from Engaged Family Gaming...

Dustin Crewell from Engaged Family Gaming has just posted a review of Hero Kids:

Tabletop RPG Review: Hero Kids

Quotes:

"Like any good roleplaying game (RPG), there are plenty of supplements available: extra adventures, new characters, the ever-important loot, and even pets. Or, for those feeling adventurous themselves, you can create your own material, using the information that comes with the basic rulebook as a guide. This will likely come in handy later, as some kids may chew through the available pre-made missions faster than new ones come out."

"The most critical skill, though, is imagination and problem solving. Beginners can be guided and prompted, but there’s a good chance that parents will find themselves surprised by how fast kids pick up on this form of make-believe. As gameplay progresses, concepts like tactics and teamwork can be stressed, helping the young heroes face ever more difficult challenges."

"As with many independently published RPGs, Hero Kids does have some grammatical and spelling issues that you might need to watch out for."

Hmmm. I wish people would actually tell me what these errors are, 'cos I'd fix them! :-)

"For gamer parents wanting to introduce their kids to tabletop RPGs, at $6-$15 ($6 gets you a PDF rulebook, while $15 gets you a PDF rulebook, coloring pages, extra features & 9 pre-made adventures), Hero Kids is a fantastic stepping stone to future gaming."

"For non-gamers looking for a good outlet for their kids’ imagination, this system requires very little additional investment (just a couple of standard dice), and will give your kids hours of creative entertainment!"




Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Tuesday, 9 July 2013

Equipment Cards expansion released!

When it rains, it pours!   After the new set of heroes a couple of weeks ago, the Hero Kids Equipment Cards are now available on DriveThruRPG.  


This expansion for Hero Kids includes forty-eight pieces of equipment for your game:

•   Armor: Pieces of armor and shields for defense and offense
•   Items: Consumable potions and special items
•   Magic: Wands and staffs for all types of magi
•   Melee: Martial weapons for all fighting styles
•   Miscellaneous: Pendants, charms, and special purpose weapons
•   Ranged: Bows, bows, and more bows, but each unlike the others!
•   Blank: Blank item and equipment cards so you can make your own treasures

Get them here:
Hero Kids - Expansion - Equipment Cards



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Friday, 31 May 2013

Working on equipment...

So the plan for the next Hero Kids expansion is for 10 new heroes, 5 all-new pets, and a bunch of new equipment for your games.   One thing I'm considering for the equipment is including a price on them so that you can include treasure and shops in your games:


Feedback always welcomed...



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Saturday, 23 February 2013

More Hero Kids Questions Answered

KevinTMC on RPG.net was about to play his first session of Hero Kids, and he asked for clarification of some of the game's rules.   It strikes me that the clarification I provided there would also be useful here:

"1) Split attacks: Is a player allowed to use both attacks against the same enemy?"
Splitting your attacks is against 'multiple' targets ("Split your melee dice you attack multiple adjacent targets (at least 1 dice each"), which means that the attacks should be against more than one target.   Perhaps this would be clearer if it specified 'separate' adjacent targets, instead of 'multiple'.   Either way, the intention of the attack is for separate targets to be attacked, especially when combined with the Teamwork special ability for the male and female Warriors.

"2) Combat Roll: As I understand it, any character can take an extra move on their turn, in place of an Action.   So if the Rogue chooses this Special Action for her Action phase, that's simply a different way of doing the exact same thing... except that the Rogue can also move through enemies with this Action.   Correct?   (And the Rogue still can't move through enemies in her regular Movement phase, right?)"
Correct. By using the special action ("Combat Roll: Move up to 4 squares, including through enemies.") as her main action, a rogue can move through enemies.   After that she can still have another move action.

"3) Healer: If I'm reading it right, a party with a Healer will automatically fully heal itself a the end of each encounter, unless the GM feels that they are in a tremendous hurry, yes?   (This makes Rest irrelevant whenever the party contains a Healer, of course.)"
Yes, this is correct.   If they have time, they can heal up to full by using the Healer's Healing Touch ability between combat encounters.   But in more constrained circumstances, you could rule that they don't have time to heal the additional damage.

"Also, should the Herbs icon on the Healer's card be presumed to represent enough herbs to replenish a potion after each encounter...or just once during the adventure?"
I've hedged here a little bit.   As written, the herbs are enough to replenish a potion after each encounter, which implies that given enough time the healer should be able to replenish all used potions between encounters.   Alternatively, replenishing a potion could use up the herbs, which would change the wording to "Once per adventure" instead of "After an encounter".   I've tended to err on the side of being more generous and 'forgiving', so I've used the RAW interpretation.   The herbs in the inventory are also a trigger for creative role-playing.

"4) In the Glossary under "Hit" it mentions "either highest dice for normal play or the sum of all dice for advanced play".   This refers to advanced rules that appear (or are to appear) in further supplements, I presume?"
My fault.   In early playtesting there was an alternate set of advanced rules which switched the dice mechanic to cumulative dice and broke the game.   So I removed it.   Unfortunately I was not careful enough!   Thanks for pointing it out, I'll fix it in the next release.

"(I bought the Ultimate PDF Collection, but that doesn't contain the latest couple adventures/supplements.)"
The increasingly poorly named 'Ultimate PDF Collection'.   :-)   I'll be re-jigging the bundles once I've released the next couple of adventures (another normal one - Glade of the Unicorn - and another 'premium' adventure).

"5) I can easily imagine two or three children at the table all wanting to be, say, the female Hunter.   Is it a big problem to allow this sort of thing? How about number of players...the scenarios seem to envision from one to four players, but does it still work okay with five or six?"
Players are free to double up on the heroes.   I've heard of a player who as 7-year old triplets (!!!) who all play healers.   Imagine that!

The scenarios are designed for up to four players.   They will work with more if you add more monsters but the maps will be too crowded.   If you have more than four players, then I recommend that you use a dry-erase map and draw bigger versions of each of the encounter maps as you go.

"6) Should I have the players decide who's entering the room first, second, etc. before starting an encounter, so I know how to place the heroes on the map?   Or, with this age group, is it better for the GM to just put them down at the starting position in no particular order?"
This can have some mechanical implications, so allow the players to choose their heroes starting position and initiative order amongst themselves if they want.

"I also have one quibble.   The game is nicely laid-out, well-edited, quite professional-looking...but you're killing me with the "a dice"/"one dice" business.   The singular of dice is "die"! (Or is this just one of the quirks of non-American English that I'm not aware of?   Apologies if it's entirely proper and customary where you are.)"
My fault. I'm gonna give myself a good dressing down. :-)



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Friday, 18 January 2013

Hero Kids review on Wired GeekDad


My sophisticated analytics graphs tell me that something happened yesterday.   That something is an awesome review of Hero Kids over on Wired's equally awesome GeekDad site:

My Kids' First Role-Playing Adventure: A Hero Kids Review

The review, which is by +Ryan Carlson, takes a good look at Hero Kids, so here's a few quotes:

"As soon as I had read through the beautiful 20-page PDF I knew without a doubt that my daughters (ages 4 and 6) could easily understand the basics of the game."

"Amongst the four base classes for Hero Kids, there are male and female versions of each class (although there was no female thief), each allowing for a variety of play styles and specialties."


Correction: There are ten heroes in Hero Kids, four girls and five boys.   Wait, that doesn't add up to ten!   It doesn't add up because the Rogue's gender is ambiguous.

Pop quiz, boy or girl:


"The character sketches of each pre-generated character are age-appropriate, and made it really easy for my kids to identify with the characters.   My 4-year-old daughter instantly snatched up the Rapunzel look-alike with her long hair whip-attack..."

"I will admit that there are times I barely have time to prep for my regular role-playing campaign, and to have half a dozen pre-written adventures available for Hero Kids is fantastic."

"The quality of the maps and the provided figurines is as high quality as I find in mainstream pre-written adventures."

"In conclusion, Hero Kids hits the mark in both quality and ease of use for parents that have been looking for a new family-time activity.   A great start for young role-players that are ready to take their first steps into a life long story fueled by their own imaginations."


How 'bout that!



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Tuesday, 15 January 2013

Solid design elements in Hero Kids

+Peter Schweighofer has taken a great look at the underlying design, mechanics, and presentation of Hero Kids.   Check it out:

Schweig's Gaming Journal: Solid Design Elements in Hero Kids

Here are a few quotes:

"The very basic system in Hero Kids offers a simple yet intuitive means of resolving conflicts kids can understand without all the complexities of other roleplaying game systems."

"The character sheet summarizes all relevant information for players using easy-to-remember icons and quick summaries of combat actions.   The use of icons for stats, gear, and skills makes room for the concise summaries of what they can do in terms of a general attack, special actions, and bonus abilities."

"The landscape layout makes the rules easy to view on a notebook or tablet device."

"An entire page offers “Hints & Tips” for running the game with kids, useful both from a general gaming perspective and specifically geared toward rule elements in Hero Kids.   Another page covers special considerations for gaming with kids, including pitfalls regarding violence, language, religion, and morality."

"On the preceding page sections entitled “Pint-Sized Heroes” and “Big-Sized Problems” help demonstrate the kinds of adventures kids and their heroes might undertake.   The setting is tailored specifically to kids, including playing heroes who are kids facing reasonable challenges."

"These visually based encounters on a gridded play area help younger gamers make the transition from more traditional board games to the more freeform roleplaying games."

"Although Hero Kids still requires a knowledgeable adult to run the game with young players, it remains completely focused on being a roleplaying game for kids without being diluted by any other agenda of simulating an old-school, retro-clone or promoting a particularly ground-breaking campaign setting.   It’s a well-developed game (as are its several adventure supplements) with appealing layout and practical utility in running games for kids."


Thanks to Peter for taking to time to write up this analysis of Hero Kids!



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