[Cool Name for Game]
CHARACTERS
Characters in this game are all kids aged 11 to 16 (ish). Kids are defined by their Strengths, Interests, and Quirks. So first come up with the basic concept for your kid and then we'll get into specifics.
Example: Kayleigh is 14. Her dad works on a neighbors farm, but her family does have some of their own animals. She's on the junior high basketball team. She recently has started hanging with a new group who her parents don't approve of and she's started lying to her family and sneaking out on weekends. Never to get in any serious trouble, but just because she knows her parents don't want her out. Up until recently, Kayleigh's always been a "good kid" but she really just wants people she fits in with.
Strengths: these are innate 'virtues' that each kid uses to deal with most things--their instinctive strategies for solving problems. The list of possible strengths includes: Alertness, Anger, Charm, Cleverness, Common Sense, Courage, Diplomacy, Fitness, Fortitude, Intuition, Knowledge, Luck, Memory, Persistence, Rebellion, Resourcefulness, Self-Control, Willpower, Wit. Each kid takes six strength chips. You can take one, two, or three chips for a given strength, but again, no more than 6 chips total. List your strengths on your character sheet and the maximum number of chips for each, and then place the chips next to them.
Kayleigh takes 2 Fitness chips to reflect her athleticism. 2 Persistence chips because she is stubborn. Then 1 Rebellion and 1 Alertness to round it out.
Interests: These are your skills. Things that your kid is good at. And by that, it means they are better than the average teen/tween. For example, the average kid is pretty good at using a smartphone and social media. It would only be listed as an interest if they are noticeably more proficient than their peers. Each kid takes chips for 6 different interests. List your interests on your character sheet and place the corresponding chips next to them.
Kayleigh's interests are: basketball, cross country, camping (she says it's dumb now, but her family's been doing it all her life), animals (she's had chores to do since she could carry a feed bucket), driving (just the little tractor and the four-wheelers, but she's getting a learners permit soon), drawing.
Quirks: This is literally anything else--good, bad or indifferent--that makes your character unique. You can have as many quirks as you like, but the minimum is three. List these on your character sheet and then place 4 generic action chips next to them.
Based on the character concept, Kayleigh takes the following quirks: Tall for her age, Just wants to be liked, Has to have the last word, Fastest kid in her class, Soft spot for most animals.
ACTION
All of the chips involved in this game have a "+" on one side. For any action, players will 'roll' a number of chips, and if they get at least 3 plusses, then the action is a success.
When a character wants to do something, use the following steps:
1. GM allocates difficulty chips based on how easy or difficult the action is
2. Player applies their various traits to add extra chips
2b. Other players may assist if appropriate
3. Player throws all of the chips
4. Determine results based on the number of plusses showing
1. GM allocates difficulty chips based on how easy or difficult the action is. Most tasks will get 3 or 4 chips, but easy things will get more, and difficult tasks could get less. For the most difficult things, the GM may assign no chips at all.
Chips Difficulty
-- 0 -- Near impossible
-- 1 -- Super hard
-- 2 -- Difficult
-- 3 -- Challenging
-- 4 -- Routine
-- 5 -- Simple
-- 6 -- Easy
-- 7 -- Easy Peasy
2. Player applies their various traits to add extra chips:
Strengths - The player can choose one strength that they have chips for. They narrate how that strength will apply to this task, and then add the chip.
Interests - If the player has an interest that applies to the given task, they may add 1 interest chip.
Quirks - If the player has a quirk that can help them AND they have an available action chip, they narrate how the trait applies and then add the action chip. More than one trait can apply to a given task, as long as the player has enough action chips. Also, if the character has quirks that could hinder the action, then (at the GM's discretion) the player can remove one difficulty chip, BUT add an extra action chip to their pool to be used later.
Assistance - Other players can potentially assist. Rules to be determined later.
3. Throw the collected chips and count the plusses.
4. GM and player work together to narrate results based on the number of plusses achieved:
'+'s - Result
0 --- Critical Failure
1-2 - Failure
3-5 - Success
6+ -- Critical Success
You can get finer-grained than this... 3 plusses is just the bare minimum to succeed--by the skin of one's teeth, as it were. Where 4 is solid success, and 5 is slightly better than you hoped for, etc. In general more is better, less is worser.Statistics: Posted by Mike — Tue Sep 24, 2019 1:55 pm
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