From time to time I create small hacks of some RPG from my collection so that I can play with my kids. I’ve been doing this for so long (since my daughter was around 4-5 years old and now she is 10!) that I am faced with two interesting consequences: my children don’t want to play anything “bigger” in terms of RPG as they love these DIY games; and they consider the agency and liberty of actions in TTRPGs to be so fun that they have a hard time playing other games (board, cards, etc.).
We have been watching the awesome shonen anime Boku no Hero Academia, about a world where around 80% of the Earth population has some kind of power (or Quirk as they say). “Super Hero” is a profession and the best super heroes of Japan train at the prestigious university UA. So that is where I am setting our games. We have played around 6 sessions so far and it has been blast.
The system is minimal and was not only by awesome minimalist games, but also the OSR, FKR Movement, and RPGs such as Blades in the Dark (besides other games by the great John Harper) and, more recently, GROK?! (by Lester Burton).
I ended up creating the character sheet first and then coming up with rules for it. The basic roll is trying to roll 4+ for success. Under normal conditions a 4+ is a success, but with the proper narrative position and impact it can be a “yes, but…” or a “ yes, and…” success. With the proper advantage even a 3 might be a “no, but…”.
The three bigger in the character sheet represent Mental, Social, and Physical stats. The player writes the proper attribute at the side of each die. For example, during a fight, if your Physical is a d8, you roll the d8 and a 4+ is success.
The d4 is a disadvantage. Each time I feel it is appropriate I might ask for a d4 roll to see how hampered you are by your disadvantage (with a 4 been the only way to ignore it). Right now, my son’s PC disadvantage is that his body does not support his powers at maximum effect, where my daughter’s PC gets nausea if she by using her powers too much in a short time.
The main circle to the left is where your write your main concept/power. The comic balloons to the right are for power stunts, secondary powers, special moves, equipment, allies, and other assets. I let my kids each start the first game with two balloons filled, besides the main circle.
The circle and the various balloons are like aspects and open new narrative actions (like flying, blast, invisibility), depending on your powers.
The explosive balloons to right are for wound conditions and other impairments (even mental or social ones). Once they are all filled you are knocked out/defeated.
In combat, you
can choose to continue fighting after that, but after each hit you must mark
off one of your 3 stat and a balloon. You cannot use an action based on a die or
balloon that is marked. Once all 3 stats are marked you are dead.
Oh, I almost
forgot, the row of stars at the bottom is the XP system. Each game session my
kids mark one star. Once a group of stars is marked, they “level up” (at first
you only need one game session to level up). Each time that happens they can
add a description to a new balloon or try to bump up one of their 3 stats,
although the later requires two advances (I am still tinkering with that). I also
let then change or refine the description of a balloon are filled with each
level up, to represent their progress or evolution.
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