TEXT: Initiative:
  Initiative: Does something happen?
  Does something happen?
  Who goes f rst?
  3d6 + Dexterity Bonus
  3d6 + Dexterity Bonus
  (high scores = quicker, 
  (high scores = quicker, 
  less surprised)
   Outcome: How big is the result?
  1d6 + Bonus
  (high scores = big ef ect)
  Player
  The players control the direction of the narrative. They make decisions 
  about what to do and where to go. Each human participant can role play 
  one or more fantasy characters.
  Actions:
  Tour — explore for the sake of gaining information
  Task — attempt to do something specif c (e.g., swing an axe)
  Tally — take an inventory of resources
  DnDish
  Master
  The dungeon master describes the narrative as it unfolds, like a 
  Storyteller, managing the fate and fortune of the party in the adventure. 
  One person role plays all the other fantasy characters (e.g., Monsters).
  Actions:
  React — respond to player interactions with the story
  Resist — create appropriate obstacles to goals of the characters
  Reward — provide material and magical incentives to succeed
  Encounter
    TIME SCALE
  Day
  Adventure
  Abilities
   
  Dexterity 
  Intelligence 
  Strength
   
  Skill: 
  Quickness 
  Wisdom 
  Stability
   Power: 
  Control 
  Strategy 
  Force
   
  Stuf : 
  Carrying 
  Placement 
  Capacity
   Health: 
  Movement 
  Ef  ciency 
  Stamina
  http://www.f ickr.com/photos/ademc/5730592561/
  http://www.f ickr.com/photos/jakub_hlavaty/3534827848/
  http://www.f ickr.com/photos/ncaranti/2999683407/
   ADVENTURE:  The arc of the story guides the party toward shared goals. Allows time to pass rapidly until the next 
  chance for an encounter.
   
  DAY: Each day brings rest and a chance to regroup, but there is always a chance for an encounter.
  Encounters are 
  active time, where 
  players take turns to 
  collaborate on a small 
  goal (e.g., defeating Orcs).
   
  Try: Can it be done?
   
  Resist: What can be prevented?
  3d6 + Bonus
  (highest score = success)
  Combat 
  Battles make up the most common tasks players 
  will attempt.
  Initiative
  Initiative
  Actions
  Reactions
  Reactions
  Attack
  Move
  Prepare
  Assist
  Your ability to do things
  The magnitude of what you do
  The items and resources you collect
  Your current state of well-being
  The Master can assign bonuses 
  and penalties to player abilities 
  based on the current situation.
  Assign 1d6 points to each 
  ability types (min. 10 points) 
  +1 point / level
  Players begin with nothing 
  but their health (10 points).
  +1 point / level
  Ability Bonuses are gained 
  through experience:
  +1 every 6 points (ea. type)
  -1 for each type < 2
  Health Points are restored 
  through rest and care. Injury 
  and illness removes health.
  0 Health = Incapacitated
  < 0 Health = Dying
  -10 Health = Dead
  Dungeons & Dragons proved too nuanced for my young boys to f nd interesting. 
  This version of the game attempts to strip away the detail — leaving that part 
  to the Master’s interpretation — and focus on the core game mechanics.
  Kevin Makice (@kmakice)
   
  Level: 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  N
   
  + Points: 
  0 
  1 
  1 
  2 
  3 
  5 
  8 
  13 
  21 
  34 
  55 
  N-2+N-1
   
  Total: 
  0 
  1 
  2 
  4 
  7 
  12 
  20 
  33 
  54 
  88 
  143 
  Experience
  Based on the Fibonacci 
  number sequence.
  Experience is gained by surviving successful encounters, at 
  the discretion of the Master. (+1 Experience / encounter)
  If able, a character can 
  react to outcomes that 
  af ected them.
  Tasks are anything requiring some signif cant skill or 
  luck. All tasks will be met with some resistence, with the 
  highest roll (adjusted after bonuses) proving successful.
  = Critical Success
  = Critical Failure
  Helps Initiative
  Helps Learning
  Helps Recovery
  
  The dungeon master describes the narrative as it unfolds, like a Storyteller, 
  managing the fate and fortune of the party in the adventure. One person 
  role plays all the other fantasy characters (e.g., Monsters).
  React — respond to player interactions with the story
  Resist — create appropriate obstacles to goals of the characters
  Reward — provide material and magical incentives to succeed
  Assign bonuses and penalties to player abilities based on 
  the current situation.
  Campaign 
  Key Characters
  Stuff
  Roll Bonus
  Incapacitated characters (< 1 Health)
  cannot act, but may still be able to resist 
  (e.g., thick hide)
  Dying characters (< 0 Health) lose 1d6 - 
  Strength Bonus each round, minimum 1
  Dead characters (-10 Health) can only 
  be revived through magic if the body is 
  cared for in the interim.
  Master
  http://www.f ickr.com/photos/jakub_hlavaty/3534827848/
  = Critical Success
  Key Characters
  Stuff
  Roll Bonus
  http://www.f ickr.com/photos/jakub_hlavaty/3534827848/
   
  Level: 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  N
   
  + Points: 
  0 
  1 
  1 
  2 
  3 
  5 
  8 
  13 
  21 
  34 
  55 
  N-2+N-1
   
  Total: 
  0 
  1 
  2 
  4 
  7 
  12 
  20 
  33 
  54 
  88 
  143 
  Experience
  Based on the Fibonacci number sequence.
  Character Name 
  Race 
  Vocation 
  Gender 
  Key Item(s) 
  Initiative 
  Try 
  Resist 
  Outcome 
  Age 
  Height 
  Health
  Vitals
  = Critical Failure
  The Master Worksheet helps keep track of non-player characters, their abilities, 
  and items. Player characters will dictate the pace and direction of the narrative, 
  but interpretation and encounters are initiated by the Master.
  1x
  3x
  Character Name 
  Race 
  Vocation 
  Gender 
  Key Item(s) 
  Initiative 
  Try 
  Resist 
  Outcome 
  Age 
  Height 
  Health
  Character Name 
  Race 
  Vocation 
  Gender 
  Key Item(s) 
  Initiative 
  Try 
  Resist 
  Outcome 
  Age 
  Height 
  Health
  THE ARC guides the party toward shared goals. 
  Record the key locations, events, and items on the horizon.
  ENCOUNTERS present challenges to the party and provide experience.
  Record the outcomes of the battles and challenges for the adventure.
  Adventurers
  Monsters & Guides
   
   
  Dexterity 
  Intelligence 
  Strength
   
  Skill: 
  Quickness 
  Wisdom 
  Stability
   Power: 
  Control 
  Strategy 
  Force
   
  Stuf : 
  Carrying 
  Placement 
  Capacity
   Health: 
  Movement 
  Ef  ciency 
  Stamina
  DnDish
  NOTES: 
  NOTES: 
  
  Player
  The players control the direction of the narrative. They make decisions 
  about what to do and where to go. Each human participant can role play 
  one or more fantasy characters.
  Tour — explore for the sake of gaining information
  Task — attempt to do something specif c (e.g., swing an axe)
  Tally — take an inventory of resources
  Encounter
  Abilities
   
   
  Dexterity 
  Intelligence 
  Strength
   
  Base:
   
  Level:
   Equipment:
   
  Magic:
   
  Skill: 
  Quickness 
  Wisdom 
  Stability
   
  Power: 
  Control 
  Strategy 
  Force
   
  Stuf : 
  Carrying 
  Placement 
  Capacity
   
  Health: 
  Movement 
  Ef  ciency 
  Stamina
  http://www.f ickr.com/photos/ademc/5730592561/
  http://www.f ickr.com/photos/ncaranti/2999683407/
   Initiative: 
  Does something happen? Who goes f rst?
  (high scores = quicker, less surprised)
  Combat 
  Battles make up the most common tasks players will attempt.
  = Critical Success
  = Critical Failure
  Initiative
  Initiative
  Actions
  Actions
  Reactions
  Reactions
  Attack
  Move
  Prepare
  Assist
  Players begin with nothing but 
  their health (10 points). 
  +1 point / level
  Ability Bonuses are gained through 
  experience:
  +1 every 6 points (each type)
  -1 for each ability < 2
  Magic Bonuses are gained by possess-
  ing and/or using enchanted items.
  Temporary (e.g., potions)
  Permanent (e.g., +2 sword)
  Spacial (e.g., -2 dexterity Lotus Field)
  The Player Worksheet helps each player keep track of the current vitals of her 
  fantasy character. Race, gender, vocation and size are descriptive only. Player 
  imagination and interpretation of the Master will determine what it means.
   
  Level: 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  N
   
  + Points: 
  0 
  1 
  1 
  2 
  3 
  5 
  8 
  13 
  21 
  34 
  55 
  N-2+N-1
   
  Total: 
  0 
  1 
  2 
  4 
  7 
  12 
  20 
  33 
  54 
  88 
  143 
  Experience
  Based on the Fibonacci 
  number sequence.
  If able, a character can 
  react to outcomes that 
  af ected them.
  Health 
  Experience 
  Level
  Rolls
   
  Try: 
  Can it be done?
  Health Points are restored through rest 
  and care. Injury and illness removes 
  health.
  0 Health = Incapacitated
  < 0 Health = Dying
  -10 Health = Dead
   Outcome: 
  How big is the result?
  (high scores = big ef ect)
  Ability Bonus 
  Magic Bonus
  Inventory 
  List all of the things you have to carry, including 
  stuf  you eat & wear and the treasures you earn.
  Character Name
  Race (e.g., Dwarf)
  Vocation (e.g., Cleric)
  Gender
  Age
  Height
  Weight
  Players are strongly encouraged to journal to record 
  their epic adventures through notes and sketches.
  Character
  DnDish
  Health 
  Experience 
  Level
  B O N U S
  +1/level
  +1/level
  +1/encounter
  3d6 + 
  3d6 + 
  + 
  1d6 + 
  + 
  Ability Bonus 
  Magic Bonus
  Dexterity Bonus
   
  Resist: 
  Can it be prevented?
  3d6 + 
  + 
  Ability Bonus 
  Magic Bonus
  NOTES: 
  NOTES: 
  NOTES: 
  NOTES: 
  1d6
  1d6
  1d6
  Initiative
  Learning
  Recovery
  Abiltiy
  Bonus
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 6-8 (Attention Span of 1-2 hours, Can count over 20, Understands basic addition & subtraction, Beginning readers)/DnDish/DnDish.pdf