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DeadMagician

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A member registered May 01, 2020 · View creator page →

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Most of the complications in the session was because it was young children who arent used to these kinds of games. It was of course the youngest who got hit by the fumble and didn't understand it was just part of the game or that they would get something out of it that helps them out. I personally wouldn't change too much for a second edition, maybe look more at stretching it into long term play. The game is great and was so much fun narrating a bunch of kobolds bumbling around!

As for what we actually played through, I started them out in "The Pit" which is a large chamber in the Clutch where events and such are held. The event here was a tournament of capture the flag pitting them against some NPC kobolds. This was mostly to get them acclimated to the mechanics and to stress the importance of teamwork.

After they celebrated their victory we started the adventure in the base zine and set them on the path to finding the mushrooms. It was shortly into this part (leaving the clutch, but before making it to the ruins) when we had the fumble that spun the game out of control. For what it's worth, I was going to string it into Murkmire by saying the mushrooms had been picked and the trail led into a swamp nearby (where they were dealing with a similar sickness).

It was a fun change of pace from Uno and Sorry while it lasted, and in glad I caught that post on reddit all that time ago!

I wanted to let you know that months after seeing your reddit post introducing this game, I've finally had the opportunity to run it for a group of kids. Some were very young (the youngest is 4) and all of them are used to competitive games like Uno so that was its own mess to sort through, but, the game works really well for being as light as it is. In the near two hours we played, we only had one Fumble and that's where the table broke down because of hurt feelings.

The only changes I felt really needed to be made was to use a chess board and figurines for visual aid, and having enemies attack only when the player rolled really low (2 below DS=1 damage, 4=2, etc). That last was more to speed things along with less rolls and to make the kids feel like they were a bit stronger since at a certain point the enemies essentially lose the ability to attack because the DS is so low they never get the chance to attack again (around DS5 and below), which is when I declare enemies would attempt to flee.

It was a fun game and I may try convincing them to play it again! Thank you for the contributions to the hobby and I can't wait to see what other titles you create both in and out of the OdWood