First all the pieces are placed in a large plastic container and we take turns selecting pieces randomly. We play on the floor which is tiled. Each character is able to move at a speed of one tile per turn, except when mounted on a speederbike, then their speed is doubled. Melee characters can attack any enemy characters within the same square as them, characters with blasters can attack up to three squares away.
This guy is one of my favorites of the set!
Once the figures are distributed among the players we take our starting positions and each roll the die once to determine who goes first. Each player gets a move action, and standard or attack action. To resolve an attack the instigator and defender both roll. If the attacker's roll is higher, then it's a hit and the character is placed into the pit. If the defender's roll is higher they succeeded in dodging the attack.
Initially we began playing with your standard d6's but eventually they were misplaced and Ian came across a set of story-telling dice that a friend had given me. We began to use that, only instead of rolling to see who could roll the higher number, each picture meant a different event would occur when rolled. The eye for instance meant that the attacker missed or had become temporarily blinded. The castle meant that for one turn, one character could not be attacked. The tree and rainbow were tough ones to use. The both ended up meaning that the character attacking missed their target, but the reason was usually because they'd wound up going up a tree or rainbow instead of attacking. This doesn't make a lot of sense, unless maybe there was a tree nearby with a trap that they'd sprung. Hmm maybe I'll use that idea...Anyway it did occur to me by the end of the game it might be cool to use the rainbow to bring back dead characters that had been placed in the pit. The rectangle symbol was used simply to mean that a ranged or melee attack had been successful and the pyramid was used to signify that a force power had been used. Ian imagined in particular a Jedi (or Sith) using the force to raise the earth under their opponent.
While I don't enjoy getting down on the floor to play (it sets off my allergies >_<) I do love the creativity Ian's brought to this and even though these are baby steps, I look forward to continually introducing him to more advanced forms of gaming.
Sounds like fun! I especially like how you've made the story cubes work for this type of game. I imagine it was fun to figure out what the symbols would mean. :)
ReplyDeleteThanks! It was fun! I can't wait to try out different story dice and see what else we can come up with! ^_^
DeleteWow! I am soooo excited about this! I'm always glad when people first begin to take up this type of gaming, but it is especially cool that they're starting so young.
ReplyDeleteOne idea for the tree: the attack missed because the defender hid behind a tree or other feature of the terrain.
Using the story dice to determine results is pretty cool. It actually reminds me of some more complex dice-based resolution systems being used in modern RPGs that I've read about. It is cool that you guys have stumbled upon this idea on your own, though.
I'm looking forward to hearing more about your gaming experiences with the kids.