I have started working on a severely hacked... to the bone... version of D&D for a gang of six and seven year olds. They are friends of my daughter. She has played before and has had no problem getting into the game in my BX/LL game. The problem is that I need about six young girls to smoothly roll up their PCs and get down to it quickly without too much trouble. More to come about this in the next week as I nail down a few final details. But, spoiler alert, we are starting with the classic B2 Keep on the Borderlands. After I get the girls going we are going to shift to a very West Marches style of play in which the girls do a round robin, player agency thing. The girls will tell me what they are doing during the next session: point out a location on the map and fill in some general details about what's there (monsters, traps, etc.). They will provide the skeleton and I will flesh it out between sessions.
A new gang of adventurers approach the Wilds of the Borderlands |
As part of an integration of d6 adventuring skills (LotFP and Gus) I am also introducing d6 cantrips. This will give magic-users a little bit more adventuring skill while keeping them magical and spooky.
So, I am calling it a neo-vancian and d6 magic system. I am also pulling together some down-and-dirty spell research, scroll scribing, and dueling rules to port into my game. Just like my D&D Junior game (above), more will follow on this.
the newly rediscovered tradition of bending the chaos of sorcery to one's will, involving inherent risks
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