Last night was probably the final playtest for Amazing Heroes before I finalise the rules. It was also the first run through of what will be ´the adventure in the back of the book´. Here are some of the things I learned.Continue reading
Amazing Heroes is a full role-playing game that builds on the Amazing Tales ruleset to create a fast, flexible game for kids and grownups. Amazing Heroes will be coming to Kickstarter in February 2021.
Click ‘Notify me’ here, to be told about the project when it launches.
What’s in the Big Book of Amazing Tales?
The Big Book of Amazing Tales is a 224 page collection of adventures for the Amazing Tales role-playing game. All together you’ll find 17 adventures split across four campaigns. The Big Book of Amazing Tales is packed with illustrations by Iris Maertens and Ayu Marques. The book also includes a selection of handouts specially designed for kids to make, solve and colour in.
In the Big Book of Amazing Tales you will find…
A Dream of Trees
A campaign set in the deep dark wood, can a band of fairy heroes help a young girl escape her foes and realise her destiny? A dream of trees is suitable for the very youngest adventurers.
The Quest for the Dragon Crown
A campaign set in a magical kingdom long ago. The kingdom of Merrydown is threatened by Dragons and only the legendary Dragon Crown can save it. If only anyone knew where it was…
Captain Cadava’s Treasure
A campaign set on the pirate seas. The chance discovery of a treasure map puts the heroes on the track of the legendary treasure of Captain Cadava. But is all as it seems?
The Cryptid Conundrum
A campaign set among the stars. The Planetary alliance is threatened by an unknown enemy. Just who are the cryptids, why have they kidnapped the head of the Space Rangers, and can anyone solve the fiendish puzzles they have left behind? The puzzles in the Cryptid Conundrum are aimed at older players (8+).
The Big Book of Amazing Tales also contains…
Rescue City: Rescue City is a brand new, thrilling setting for Amazing Tales, where the heroes are people you might meet just walking down the street. Join the medics, police officers and fire fighters and do your part to protect the citizens of Rescue City. Rescue City is specially written as a setting for creating non-violent Amazing Tales.
Amazing Lessons: A guide for teachers who want to incorporate Amazing Tales into their teaching. Written by primary school teacher and King of Dungeons author Baz Stevens.
Gaming as Therapy: A guide for parents who want to use Amazing Tales to help their children reach their full potential. Written by practicing child therapist Lilly Smith.
A few weeks ago I made a start playtesting what you could think of as an advanced version of Amazing Tales. I’m calling it Amazing Heroes, and I’m planning to publish it along with a superhero setting. The intention is to provide a game that lets you play through an episode’s worth of superhero TV – think Arrow or The Flash – in no more than two hours.
The game will remain simple enough to play with kids, with a target age range of 7+, but I want it to have enough depth to it that it can run an enjoyable game for adults.
While my usual in-house playtest team (Lisa and Ruben) have been helping me get things right for the kids I’ve enlisted my regular adult gaming group to test it out with grown ups.
What am I adding?
As I’ve said a few times in interviews, the challenge with Amazing Tales was taking rules out. It’s a very simple game and it doesn’t include some elements that people have thought of as essential to the role-playing experience. I want to keep that minimalist philosophy going forward, but I do want to add some things. In particular…
- Characters should be able to develop over time
- Characters should be able to take damage, and even die
- There should be limits to what characters can do, bringing a degree of consistency to a chosen setting
Trust the GM
Because it has so few rules Amazing Tales relies on the GM to do a lot of work. And that’s fine with me. The human brain is an amazing, creative thing, and when you get several of them working together – for instance playing a role-playing game – great things can happen.
So in a lot of the areas where other RPGs might have rules, Amazing Heroes will have GM advice.
Talk with the players
I’m currently part of a playtest for a new edition of Omnihedron Games ‘Duty and Honour’ (If you like the Sharpe books / TV series, check it out) and seeing Neil Gow’s collaborative GMing in person has been great. Effectively starting each session with a mini session zero where you can talk about what you want to get up to in the next couple of hours is a great technique.
I’m not sure I’ll be adopting it wholesale, but building more conversation with players about the game is going to be part of the advice.
Keep it simple
Amazing Tales works because it has very few rules, and what rules there are are very simple. While I want Amazing Heroes to have rules for more things, I want those things to be kept as simple as possible.
How’s it going?
Playtest notes: Character Generation
My first big note here is that I need to take more of my own advice. While everyone managed to create a character and people had no trouble getting a wide variety of concepts to work I wasn’t strict enough on the guidance that characters should all have at least one personality trait and one physical trait. This led to some odd rolls during the game as skills found themselves filling in for what were essentially defensive rolls.
For the second playtest session I added some structure in the form of character sheets that forces structure onto the players.
Something else we’ve tested is having some characters begin with fewer traits than normal (three rather than four) this was to accomodate their subsequent development of superpowers. This seemed to work OK, characters with three well chosen traits can function just fine for a session or so before their powers kick in.
Something for a future test will be starting heroes with additional powers. The default character in Amazing Heroes has a single set of related super-powers. Letting heroes start with a variety of powers such as super-strength, laser-vision and flying, will lead to a very different game I think.
Playtest notes: Difficulty levels
In Amazing Tales you normally need to roll a 3 or more to succeed at something. When I playtested with the kids I raised this to a 4, and for the sessions with the grown ups we started out using a ‘gritty’ setting of 5.
This turned out to lead to a lot of failure. Sufficient failure that it began to change the behaviour of the players. After a bit of thought I’ve changed to flexibile target numbers with ratings of 3, 4 and 5 for tests that are easy, normal and hard. Of course there’s no legislating against this kind of die rolling…
Playtest notes: Plot Matters
I went into the playtest with a relaxed ‘I’ve got a whole background drafted and I’m playing Amazing Tales, I can freewheel this’ kind of approach. And that might have worked for some styles of game, but since I wanted the players to be uncovering a conspiracy and learning secrets about the world as they went that didn’t really work out too well.
So – I guess I’ll be including some plot guidance in the game when it’s done!
There’s one more session in what will have been a five session mini-campaign, and it is feeling like we’re reaching a natural break in the plot. The heroes have developed powers, done some dramatic stuff and learned a lot about the nature of the world. Now it’s time for them to wrap up their origin story and find a stable way of being heroes in their world.
It’s been fun, and I’m looking forward to doing some more thinking, some more writing, and then having some more superhero flavoured fun.
A while back I wrote a review about playing DnD with kids. Well, since then I’ve done some more of it. A few years had passed, and my son assembled a band of fellow adventurers to take on the Lost Mines of Phandelver – which is still a terrible name.
As before, I actually ran The Delian Tomb as the first adventure. It’s a good one to start with. As characters we had four of the five starter set characters, plus a dwarf ranger. Later in the campaign we’d add an extra wizard and the fifth starter set character for a total of seven players. (too many).
The campaign faced a few extra challenges…
- The players (7 of them) were nine years old and dutch
- There is no dutch edition of DnD
- My dutch isn’t bad, but there’s a big difference between doing the shopping or running a meeting and *telling a story*.
- I had to translate character sheets, spell descriptions, abilities etc. ‘check the rulebook’ was not something I could say to any of the players.
So what have I learned about playing DnD with nine year olds?Continue reading
Two of the most common questions I’ve had since releasing Amazing Tales have been. ‘Can you use this in a classroom’ and ‘Could you use this for therapy?’. To which my answers have been along the lines of ‘Probably, but since I’m neither a teacher or a therapist I don’t have much to contribute’.
Well, now I do. Thanks to Baz Stevens and Lilly Smith who are respectively a primary school teacher and a child therapist. Both have made extensive use of Amazing Tales in their work, and now they’ve put together some guidance for anyone who wants to follow in their steps.
Amazing Lessons is Baz’s guide to using Amazing Tales in the classroom. He talks about the overlap between teaching and games mastering, the ways Amazing Tales can be used to support the curriculum and what the process of playing a game with 30 players looks like.
Using Amazing Tales Therapeutically is Lilly’s introduction to the use of games as therapy. The six page guide includes advice on teamwork, social problem solving, impulse control, creativity and fine motor skills.
You may well have heard of Harlem Unbound, it won an Ennie award and garnered a lot of attention. It’s a 1920’s Call of Cthulhu sourcebook, a collection of adventures and a setting, so why the fuss? The answer is, of course, the author Chris Spivey’s decision to make the Harlem Renaissance the setting and to give his answer to a question which I’m paraphrasing as ‘How can we respectfully portray characters of another race when role-playing, specifically, African Americans?’
It’s a good question.Continue reading
How old does a child have to be to play a role-playing game? I know of children who’ve started role-playing at the ripe old age of three and a half. My rule of thumb is that if a child can read numbers up to ten, and follow a bedtime story that lasts 20 minutes, then they’re ready.
But making that first game a success is still a challenge. Here are five ways to make sure that first game is memorable for both of you.Continue reading
A seemingly chance encounter puts the heroes on the trail of the long lost treasure of the feared Captain Cadava.
Shiver your timbers, hoist the mainsail. Swab out the bilges and splice the mainbrace!
Captain Cadava’s Treasure, the second campaign for Amazing Tales is a thrilling pirate adventure within which your heroes can swashbuckle their way across the seven seas, explore seedly pirate strongholds and ancient jungle temples. Come face to face with sea-monsters, dinosaurs and, most terrifying of all, Captain Cadava himself!
Captain Cadava’s Treasure is available for download from DriveThruRPG
In Captain Cadava’s Treasure you will find a pirate campaign made up of:
- Four adventures, each good for hours of play
- Four full page, colour illustrations by Ayu Marques
- A map showing all seven pirate seas
- Random encounter tables for the pirate seas, providing endless piratical adventure
- The Reef Challenge, a puzzle of seamanship
To complete the quest the heroes will have to
- Investigate Deeptown, a deadly pirate stronghold
- Brave the wreck of the Rotten Oak in the mysterious Sunken Sea
- Explore a long lost temple on a jungle island
- Deal with a pair of treacherous pirates
- Face off against the deadly (and dead) Captain Cadava
Captain Cadava’s Treasure was made possible by the supporters of the Big Book of Amazing Tales kickstarter.