Showing posts with label Play. Show all posts
Showing posts with label Play. Show all posts

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.

Saturday, 23 February 2019

New adventure Darkness Neath Rivenshore

I've just released a new Hero Kids adventure; Darkness Neath Rivenshore!


This seven-encounter adventure takes place in the ancient tunnels, chambers, and cisterns beneath Rivenshore.


When the town’s well runs dry, a child’s pleas for help echo from the dry pit. The kids must delve to rescue the lost child. Yet something sinister lurks in the ancient structures beneath the town, and the kids will need all their skill and bravery to rescue the lost child Emon.

• Adventure with seven encounters and maps
• Monster Cards for the unique monsters (water beasts, dire rats, slime, slime beast)
• Additional 14 modular encounter maps


I'm trying something new with this adventure, it includes two possible endings, one for younger kids, and another for more mature players:
• The heroes rescue the lost child and reunite him with his parents
• The heroes discover that the lost child is a ghost who died in the well long ago

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


I playtested the adventure with the 'ghost' ending, which my kiddos found challenging, but not distressing.

Once we got to the climax of the adventure, my youngest - Dash - twigged pretty quickly about the bones at the bottom of the fountain pool.  Violet was a bit more affected by the ending of the ending of the adventure, but they both determined to help reunite Emon with his (also long-dead) parents.

All in all, I was very proud of how they dealt with the adventure.



Check out the Hero Kids Complete Fantasy PDF Bundle at DriveThruRPG

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

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

Saturday, 23 May 2015

Advanced Combat in Hero Kids...

Following the recent update to the Hero Kids core rules, my nemesis Robert McGovern pointed out that many of the game terms covered in the Glossary weren't well covered in the main text.  Instead of trying to cram those explanations into the main text, I've added a whole new Advanced Combat section to the game.  Below you can find the text of that section, for comment and discussion before I update the rules again.



Once you and your players have conquered a few encounters, you’ll likely be ready to explore the characters’ special actions and the further scope of Hero Kids’ combat system.  The depth of the system is encompassed in the unique actions and abilities of the heroes and monsters that allow them to interact with each other and the world around them, shaping combat and creating advantageous situations.

Additional Attack Effects

Some attacks have additional effects that trigger regardless of the success of the attack, indicated with ‘also’ in the attack description.  In this example, the swashbuckler’s attack moves the target back and the character moves into their square:
Melee attack at an adjacent target using 1 fewer dice; the target is also pushed back and you move into its square.

Alternate Attack Effects

While additional attack effects happen in addition to damage (remember, all attacks deal 1 damage), some attacks effects instead of dealing damage.  For example, the mancer can attack with 1 extra die, but the target is moved without taking damage:
Magic attack at a target up to 4 squares away with 1 extra die; if the attack his it deals no damage but you can push or pull the target up to 4 squares.

Attacking Engaged Targets

To encourage players to coordinate their characters’ actions, many characters gain benefits their targets are engaged. Engaged targets have an enemy adjacent to them, or have been the target of any attack since the attackers last turn.  Some characters have special attacks only usable against engaged targets while others, such as warriors, automatically gain benefits through their Teamwork bonus ability:
When a target is engaged, your attacks against that target gain 1 extra die.

Combining Effects

Combining multiple attack effects is a great way to maximize the effectiveness of characters, especially in the face of difficult enemies.  This involves finding synergies in actions and bonuses.
For example, a warrior with two adjacent enemies could split their melee dice to attack both:
Split your melee dice to make melee attacks at multiple adjacent targets.
However, if both of those targets are engaged, then each of those attacks gains 1 extra die:
When a target is engaged, your attacks against that target gain 1 extra die.
As you can see, combining these actions and abilities effectively doubles the attack strength of the warrior.

Improvising Actions

Players often come up with unexpected ways of dealing with enemies and obstacles, whether it’s swinging through the rigging of a ghostly pirate ship, distracting an enemy with a well thrown chicken drumstick, or fashioning a tripwire with a length of rope.  This creative improvisation by players should be encouraged and rewarded.

Knocked Down, Prone, Get Up

When characters are knocked out (KO’d) or get knocked down, they become prone, which means they are lying down on the ground.  When characters are prone, they cannot perform their normal actions, and melee attacks against them gain 1 extra die.  To stand up, prone characters need to get up, which costs 2 squares of their movement.

Line of Sight and Cover

Ranged attacks require line of sight to the target, which means that there cannot be any solid walls between the attacker and the target.  However, targets can gain cover from objects or obstacles that partially block line of sight.  For example, low crates or walls can provide cover without totally blocking line of sight.  When a target has cover from their attacker, that target gains 1 extra armor die.

Moving Around

Moving around during combat is relatively straightforward, but there are a few areas for clarification.  Characters:
•  can normally move 4 squares
•  can move diagonally
•  may be able to move farther or less far
•  can move through their allies
•  cannot move through enemies
•  must end their movement in an empty square
•  cannot move diagonally around corners
•  require extra movement squares to pass obstacles

Ongoing Effects and Conditions

In addition to simply damaging or moving their targets, many characters (especially those capable of magic) can alter the battlefield, or hamper their enemies.  The warlock’s Freezing Strike bonus ability locks enemies in place:
When you roll a 6 on an attack die, your target cannot move during their next turn.
While the stonemaster’s Wall of Stone action allows him to raise stone walls that block enemies or provide cover to the stonemaster and his allies:
Create an obstacle or impassable wall for each die in your magic pool on empty squares up to 4 squares away.

Pushing and Pulling

Some attacks have alternate or additional effects that allow the attacker to move the target by pushing them further away or pulling them closer.  When pushing or pulling, the target must move in a straight line, cannot move through characters, can move through obstacles if they can pay the extra movement costs, and must end up in an unoccupied space:
Ranged attack at a target up to 6 squares away (but not adjacent); if the attack hits the target takes no damage but is pulled to an empty square closer to you.

Splitting Attacks

Some characters can split their attack dice, which lets them attack multiple targets with one action, such as warriors with their Whirlwind Attack:
Split your melee dice to make melee attacks at multiple adjacent targets.
Warriors normally have 2 dice for their melee attacks, allowing them to attack one target with 2 dice, or to use their Whirlwind Attack to strike two targets with 1 die each.  However, if a warrior gained 1 extra melee die, such as through a piece of equipment or an item, then they could attack up to three adjacent enemies (or even direct 2 dice against one target and 1 die against another).

Tuesday, 25 February 2014

Hacking Hero Kids...

A few industrious and creative parents have taken the time to hack Hero Kids into different genres.   Andrew Judge has created a beautiful Mouse Guard hack (borrowing some of the images from the real game), and Ted Arlauskas went the extra mile and created sweet new hero cards for his Star Wars hack!

With all this inspiration, I'm working on some new heroes...   :-)

Andrew Judge's Hero Kids/Mouse Guard hack


Ted Arlauskas's Hero Kids/Star Wars hack


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

Monday, 29 October 2012

Hero Kids Play Gallery


Hero Kids is done*, so here's a gallery of photos from some of the play sessions.











*Hero Kids will appear at DriveThru RPG any day now, so watch out!