Friday, May 21, 2010

Poll Closed - And We Have A Winner!


And wow! What a showdown! When I got up this morning, Queen of the Demonweb Pits was leading the pack, but Against the Cult of the Reptile God made up the difference and pulled ahead in the last couple hours. Wow...where were you guys all week?

So, in anticipation that either might win, I brought both modules with me on my trip. I am currently sitting at SeaTac Airport waiting for my flight to start boarding (in about 14 minutes). It's a six hour direct flight to DC, and I'm coffee'd up and ready to go. Who knows...maybe I'll get to both?
: )

Actually, I'm slightly relieved that N1 ended up winning...being a low-level game it will be an easier B/X conversion than Q1. After all, I haven't yet released my B/X Companion set, so you guys don't know what a level 16 character would look like, right?
; )

Ha!

Anyhoo...I'll try to get everything written up and ready for upload to Media Fire sometime this evening (assuming the Sheraton has WiFi...it should). Now the caveat: there will be no maps or text other than conversion notes printed as I don't want to infringe on WotC's copyright, so you'll need a copy of the original TSR module to make use of it. Unfortunately, it's out-o-print (though the bastards would be well-advised to re-release it...it's a damn dope adventure!), and a little tricky to find. It took me 20+ years to find a copy!

For the folks who didn't see their choice selected...sorry, maybe another time. I see only two people voted for me to chuck the B/X all together (thanks, Kris...I know you were one of them! Don't worry...I DO still want to throw the AD&D sticks with you! Later...).

All right, five minutes till boarding, and I've got to check a couple other things. Blog with y'all later! Prost!

Polls Closing in Under 4 Hours

...and I may be closing them even earlier.

I believe I neglected to mention this: the reason for the short voting time on the poll, is I am going out of town. I'm flying to DC (the other Washington) today and won't be back till Tuesday night. I will be taking my laptop, but mainly I'm hoping to do some writing in my spare time...especially on the plane.

So whichever module wins the poll, is going in the backpack for conversion in-flight. Right now, that looks like Q1, but really it's still anyone's game.

Also coming with me on the plane is Dies the Fire (which I intend to finally finish), copies of B and X, some map paper, and my latest draft of the B/X Companion (going to make sure the table of contents and index all line up good)...and that's about it for entertainment. Hope y'all have a great weekend!

[hmmm...maybe I should bring some dice, too...ya' never know...]


Thursday, May 20, 2010

All My Single Ladies, All My Single Ladies…

So I ran into Cyclopeatron’s niece’s new blog Dragon Mistress (although it was actually Dungeonmum that pointed me to the site). I’m giving her a “shout out” not just because she bothered to answer my request for more information on her group, but because of what she represents: a different perspective from the usual cranky Grog-Blog.

She’s a 17 year old student running a (large) all-girl, face-to-face group with her friends using an eclectic mix of various editions, apparently based around a D20 core.

Not to put too much pressure on her (I hope blogging doesn’t interfere with her studies!), I find her potential insights more fascinating than a lot of the other video blogs around the ‘sphere. Here’s why:

- A group of 17 year olds? This would seem to indicate high school (a trying time for kids anyway) or 1st year college (perhaps a tougher adjustment…after all, upper classmen have it easier than 1st years). Either way, it means she was born circa 1993…POST-2nd edition, POST-White Wolf, POST-WW knock offs. They completely bypassed the whole “classic” era…what are they using to interpret game play? Their parents’ campaigns?

- 17 year olds are young enough to know what’s up with the latest youth craze (whether we’re talking "tweeting" or the Twilight Saga)…while being more articulate than younger teens (and generally more precocious, i.e. willing to talk, as well).

- An all girl gamer group, directed by a female DM is going to be different from a group organized by a dude, no matter how “gender neutral” he may be. The fact that she’s running one game, while PLAYING in another (run by a male DM), gives her the opportunity to compare and contrast the differences.

- From a design perspective, I am extremely interested in what works and what doesn’t work for these (let’s face it) 3rd Generation gamers.

- ...ESPECIALLY considering they’re mix-matching their editions. Whoa! What brought THAT about? What works for ‘em in one edition versus another? Is this just a passing fad for ‘em or a hobby they intend to participate in for the next ten years?

Anyhoo, she’s a Sagittarius so (stereotyping) one could expect she’d have a lot to say and would be pretty direct about it.

[hmmm…as I read over this post prior to throwing it up on Ye Old Blog, it occurs to me that I am totally putting more into this basket than necessary: one person (or half a dozen) does NOT a “demographic” make…for all I know, the kid’s “just weird.” Still, it should be interesting reading!]

Neon Knights

Neon Knights*

Armor Class: -2............No. Appearing: 0 (1-4)
Hit Dice: 9+10**............Save As: Fighter 14
Move: 90' (30') on foot............Morale: 12
Attacks: 2............Treasure Type: Nil
Damage: By weapon............Alignment: Lawful

In ages long since forgotten, seven kings of power and wisdom came together to craft a cadre of undying champions that would protect their realms from the perils of the night. These neon knights, chosen for their strength of arms and unwavering loyalty, were granted certain gifts to aid them in fulfilling their duties, including agelessness. To this day, they continue to act as loyal defenders, though their patrons have long since been lost to the passing of time.

Neon knights always appear mounted on huge war horses of surpassing might (double maximum hit points). These steeds strike fire with their hooves, and can ride across both sky and water. Knights are armed with several hand weapons (50% chance of any given weapon being magical) and possess great strength (double all damage done in melee).

Each neon knight wears prismatic shadow armor, giving them the armor class listed, and making them immune to dragon fire, non-magical weapons, and spells below 4th level. The armor gives off a scintillating glow of colors, clearly visible from a distance, even in the darkest night; however the armor loses all magical effects in daylight becoming simple, dull plate mail (AC 3).

Of the 13 original knights, only four remain, the others having been slain through treachery, battle, or misadventure, though always in defense of their ancient land. They reside in a Mountain of Power, from whence they ride forth when summoned by the descendants of their original liege lords, or when mortal danger trembles the very foundation of the realm.


Wednesday, May 19, 2010

The Compleat [sic] Spell Caster (#2)

That last bit was getting a little long so I decided to break it up. Here’s Part 2:

SO…as I was writing earlier…IDEAS are the thing that The Compleat Spell Caster (or TCSC) is chock full of. NEW ideas. Like that familiars are not “little bonded animals” but rather DEMONIC SLAVES (just like we thought of ‘em back during the Inquisition!).

Demons are a mix of the historical and the weird. No there are no “cambions” in the game, but the description of the Incubus/Succubus (dammit! I thought I would be the first one to publish the incubus with my B/X Companion!) clearly states that they are the product of a union between “a spell caster and an arch demon.” Oh, I love it!

MAJOR ARCANA: the concept that there are some spells that are “mythical” in nature…that may exist or may not and if so may be unknown to the normal practitioners of a particular spell caster class…is downright awesome. I’m tempted to lump all or most max level spells into this category and require spell research or adventuring to discover them.

Such a neat idea: it gives the DM the ability to actually limit the spell selection in his or her campaign (“oh, the Spell of Forlorn Encystment? That one really IS just a fairy tale made to scare children…”) or dangles a nice plump carrot/treasure for the characters to quest after (“the arch-mystic Waluu is the only caster known to have perfected the Negative Illusions spell”). The spells themselves are nothing way spectacular in my opinion…it’s the CONCEPT that I will completely rip off!

Less impressive are the “runes” and symbols section. The magic of writing just doesn’t feel very occult in a game world where any character with a 9 intelligence or greater can read. Runes (and magical writing in general) had much more power in a world where literacy was uncommon. Not so much in D&D…really.

I mean, can’t anyone scratch a copy of a symbol on a door? And if not why not? And if it’s necessary to focus one’s magical power (as opposed to just blasting someone with a spell effect), well that’s kind of a weak spell caster.

Regarding the specific, new classes (the mystic, witch/warlock, necromancer, sorcerer, and sage): I like the basic direction taken with each, and all would be worthy of some sort of conversion. Sorcerers are much more “old timey” (think Ron Edwards and his demon summoners, NOT Wizards of the Coast's Charisma-based weenies), which I approve, of course. Sages are akin to hedge wizards (being eclectic wise-man types ) while Mystics seem like the basis for the Rifts O.C.C. of the same name.

Witch and Warlock are listed as two included classes on the back cover, but they’re actually only one class (warlocks being male witches). Regardless, they are portrayed much more like the witches of the Wiccan religion, though still magical in nature. Much like druids, they derive their powers from the natural world…yet they have plenty of Wizard of Oz (good and evil sides both) in the class description. I really like this write-up actually and see them as an excellent foil to any campaign that includes Witch Hunters.

Finally, of course, we have the Necromancer. What can I say? Disappointing as almost always every version of this maligned mage has been (from WFRP, to Rifts, to various video games, to Necromantic specialists in 2nd edition AD&D) I have always been drawn to the concept of the necromancer. Even my long run NPC magic-user (Alejandro’s companion “Arioch”) was based on a “necromancer” design. And my best Ars Magica characters were always “death mage” types.

Now this, of course, can be chalked up to my Scorpio sun. Yes, yes I make fun of everyone else’s sign…might as well spill some dirt on the Scorpio drama queens. Everything’s “O So Life & Death” for us; every Scorpio can stand to “loosen up” no matter how loose you may already be (assuming, that is, that you’re not the self-destructive, self-stinging scorp type…they need to grow a pair and clean up their act).

Anyways, yes, Sex and Death are the two great stereotypical fascinations for the Scorpio person…and being a triple Scorp (Sun, Mercury, and Ascendant) as well as having the ruler of both my MidHeaven and South Node (though these are lesser influences) makes me no exception.

‘Course, every person has all 12 signs of the Zodiac in their natal chart, so we all have SOME degree of Scorp in us.
; )

So back to our deadly fascination with the necromutant…er, necromancer. How is it?

Pretty badass in some regards. These guys also make a good foil for the witch hunter (or paladins or lawful clerics). They have some interesting abilities one might expect (controlling undead, seeing in the dark, immunity to fear) and some you might not (attracting undead to their stronghold like a cleric attracts “faithful” followers, automatically rising from the grave as an undead when their mortal body is slain, fashioning golems from flesh, bone, and “graveyard clay”).

The necromancer’s spells are a mixed bag: Undead Shapechange (like the 9th level magic-user spell but only applicable to undead) seems a bit of a waste to me as a 7th (max) level spell. On the other hand, necromancers can Summon Arch-Demon (TCSC’s equivalent of a Demon Prince or Lord of Hell!) at only 6th level! Of course, such summoning generally cost the conjurer one-third of his soul or ten years servitude (in life)…unless the necromancer wants to attempt to coerce the demon (!!) into submission.

Anyway, adjustments are certainly necessary for any B/X conversions. Not in terms of “game balance” (who cares about that?) so much as consistency and cohesion. In other words, I’ll need to edit these guys down a bit if they’re going to fit into a B/X paradigm. As AD&D character classes they’re probably pretty close to “good as is.” Take that as you wish.

[Um, by the way…the Necromancer is probably not suitable for young children or 2nd edition AD&D player characters. But he/she sure makes a good villain in ANY game system. Dig it!]

The Compleat [sic] Spell Caster (#1)

[okay, deleting EVERYTHING and starting “from the top”]

I want to play a magic-user.

I’ve never had a player character magic-user in an old school game, and it’s time I tried one out. I’ve heard/read that the magic-user is the preferred class of the “power gamer,” but even at my most munchkin-y, I never got around to playing one. Personally I found them to be rather BORING.

I mean, no armor, no weapons, no balls…um…I mean, you know, “skulking around in the back.” Just not my style. Now, if I’d been introduced to the example of Gygax’s own Mordenkainen, or Ian McKellan’s portrayal of Gandalf…well, I might have seen some different possibilities for the class.

Unfortunately, I didn’t (the players who ran MUs in our games…especially ones that started with 1st level characters…learned the “skulking habit” from an early age).

[SIDE NOTE: probably an interesting avenue of gamer anthropology/psychology there to explore]

Besides…who wants to play some elderly scarecrow with a Father Time beard?

And anyway… a “magic-user?” How generic a term is that? Well, “fighter” is pretty generic, too…but I didn’t play them back in the day, either. D20 and its Feats helped open the joys of fighters to me (and even after Feats helped drive me away, I still have a great appreciation for the fighter and its malleable nature), but not the magic-user. Shit, ever character in the game has the ability to “use magic,” including barbarians!

But I understand that the original character classes were just that: CLASSES of adventurer. Not “careers” or “professions.” Not “skill sets.” They were CLASSIFICATIONS. What does this guy look like Bob? “He’s a fighter.” OR “he’s a magic-user.” OR (in B/X) “he’s a dwarf. What you don’t know what a dwarf is? Short, bearded Viking-types with axes and hammers! Sheesh!”

Now, of course I have the wisdom and maturity to see the magic-user ARCHETYPE like the fighter, can be configured to a wide variety of personalities and appearances, especially in B/X play (man, I LOVE you, B/X!). There’s no minimum Intelligence for the B/X magic-user (all INT influences is rate of XP gain!) so your magic-user can literally look like any other character…well, without the armor and weapons, of course.

Still, I’ve got to say that one needs a little imagination and creativity to roll with a “non-traditional” magic-user. And some folks could sure use a little inspiration or “jumpstart” to go that path.

The Compleat Spell Caster IS that jumpstart.

Published in 1983 (yes, an actual copyright this time!) by Stephan Michael Sechi and Vernie Taylor of Bard Games (a non-TSR publisher), this little supplement carries the promise of injecting a little magic into your fantasy adventure game (my phrasing, not theirs). It includes several new classes, new spells, magic items, and a ton of interesting demons (uh-oh!) all for the bargain basement price of $3.

Well, it was $3 used anyway.

Here’s the thing: At first glance, The Compleat Adventurer (the other Bard Games supplement I possess) has more immediately useful and useable information. The classes are cool, thought provoking, and have interesting effects (when adapted) without breaking any of the existing rules of the game. That’s cool.

By contrast, The Compleat Spell Caster has a bunch more stuff that I would leave on the sideline. Demons? Meh…AD&D has ‘em (and they’re fairly easy to adapt to B/X). Familiars? The same. Magic items? Meh. New classes? Well, there’s only five (though they list six). Even the spell lists seem to contain (at first glance) a LOT of “dross.”

However, after checking it once, and checking it twice, and giving it one more skim I see something of really excellent value here.

Ideas. New ideas.

New directions to go. Magic-users may be generic and archetypal, as are clerics (men of the cloth, “faith users,” “miracle workers,” whatever you want to call ‘em).

The Complete Spell Caster says: “Hey, what if classes were professions?”

Which of course is what AD&D did, too (a druid is specific type of cleric, an assassin is a specific type of rogue…these aren’t “CLASSES” of adventurer). But TCSC goes one better; it re-classifies all spell-casting adventurers as, well, “spell casters.”

Check this out – Forget the following table:

CLERIC
- Druid
MAGIC-USER
- Illusionist


We’ll rename magic-user to “Wizard” (just go with me on this) and clarify a cleric to be a specific type of spell-caster (NOT a “divine caster”), and instead check THIS paradigm:

DEMIHUMAN
- Dwarf
- Elf
- Halfling

FIGHTER
SPELL-CASTER (“magic users”)
- Cleric
- Druid
- Illusionist
- Mystic
- Necromancer
- Sage
- Sorcerer
- Witch/Warlock
- Wizard

THIEF

[now, of course I could add in the new classes from The Compleat Adventurer, as well as any existing fighter and thief “sub-professions,” but we’re just checking out Spell Casters in this post]

How cool is that? Personally, I think it’s pretty darn cool. No longer is Magic-User the top dog and other spell casters simple knock-offs. They’re all just spell-casters, of which the Wizard is but one type.

I’ve always liked games that had different types of magi. It appeals to me…it seems more “real world.” After all, there ARE various traditions of magic in real life (Hermetic mages, Wiccans, Kabalists, voodoo doctors, Christian mystics, Taoist sorcerers, whatever). They all work magic in their own style, with their own specialties, based on their own traditions and rituals. That’s cool. That’s strange and arcane. That’s something I WANT in my fantasy game.

Warhammer Fantasy RPG (the original) has a TERRIBLE magic system based on the Warhammer war game. But it has a super-cool list of magical professions, including the Necromancer and the Demonologist. Come on…who DOESN’T want to be a demonologist?

Heck, even the old ECA video game Bard’s Tale, HEAVILY based on D&D, didn’t have simple “magic-users.” Instead you had Magicians, Conjurers, Sorcerers, Wizards, and (in later sequels) Chronomancers and Geomancers. Each had their own spell list. Each had their own (cool) specialty.

Why can’t D&D be the same?

2nd edition AD&D tried doing specialist wizards, but personally, I always found these SUCKED. That’s because they tried to categorize specialists by simple spell categorization type (“abjuration, evocation, conjuration, divination, etc.”). All 2nd edition did was take the MU class, and tried to break it into component parts…how frigging unimaginative is that?

God, 2nd edition is a soul-less bitch of a game sometimes.

What would have been COOLER (albeit harder, poor over-worked game designers of 1987) would have been to make multiple specialist spell-casters and give each their own coherent, distinct spell lists. Like what Sechi and Taylor have done with TCSC.

Personally, I’m not sure they (Sechi, Taylor, and Bard Games) go far enough. I know I’ve blogged about doing an updated, complete conversion and compilation of The Compleat Adventurer for B/X. THAT might have to be put on-hold for a truly updated conversion of TCSC, first.

In fact, I’m slightly annoyed with myself now. My B/X Companion…while still super-cool, don’t get me wrong…goes the “traditional” way of detailing Magic-User spells up to 9th level and Clerics up to 7th level. Why? Why would I do this? Why not make both go up to 7th…or both go up to 9th? Why make magic-users the spell-casting power houses of the game.

Well, actually, because they are. I mean, in B/X that’s ALL they’ve got…whereas clerics have a lot of other goodies.

Um…so why give ‘em (MUs) such a leg up over Illusionists in AD&D? That I can’t answer. I wonder if Gygax could have justified it.

Kids and their Mashed Potatoes

So I was checking out this post over at The Mule Abides this morning, and it really caused a bit of a stir in my sleep-addled brain. To paraphrase, the author was writing about how his 12 year old plays D&D using a conglomeration of books from various editions, ranging from 3.5 to 4E eerily paralleling the days when us Groggy-types used to mish-mash B/X and AD&D and OD&D and Dragon mags, etc.

Okay, first a point of clarification: I’m a purist. Pretty much always have been.

As a kid, I integrated AD&D books into my B/X game only because I didn't know any better. And I can very vividly recall being frustrated by the results. I knew something was “wrong with the picture,” but couldn’t figure out what it was…until I got my first Players Handbook.

Once I had the PHB, then the Dungeon Masters Guide and Monster Manuals (with their psionics and magic resistance and “druid attack matrices” and nine-fold alignment path) all FINALLY made sense. And my friends and I absolutely dropped EVERYTHING B/X in favor of the Advanced system. Nothing was ‘ported over to our AD&D campaign, with the exception of two surviving player characters (Bladehawk the fighter and Sneakshadow the thief). And much as I wanted to use the Moldvay encumbrance rule “all miscellaneous equipment weighs a flat 80 coins,” in those years 1984-1987 we tallied up every last scroll case and tinder box to figure our movement rates (even though we didn’t use miniatures or battle maps!).

It was only those first couple years (1982-83) that we did a hodge-podge of rules, and speaking for myself, it was pretty damn irritating. Especially when a visiting player brought his hammer of thunderbolts or blade barrier spell and I (as the DM) was left scratching my head saying, “huh?”

These days of course…well, I’m still a purist. I play B/X D&D instead of AD&D or D20, but I play it straight for the most part. All these “shields will be splintered” or “bind wounds” type house rules that are designed to increase PC survivability? Don’t want ‘em, don’t need ‘em, don’t use ‘em. Personally, I feel the game is survivable enough. Plenty of hirelings (i.e. “cannon fodder” or “meat shields”) to help at the low levels and if your character fails an unlucky save versus poison or petrification early in her career, well…character creation is a piece of cake.

And yes I post all sorts of goodies to my blog like “variable damage by class” or new magic items and character classes; but for the most part I don’t use these. Oh, I’m sure I would incorporate some of ‘em if I was running a long term campaign, but since all the games I’ve run in the last year have been “one off” types, I’ve left the house rules at home (except when a different DM includes ‘em, of course).

And as much as anything, playing with one set of rules cuts out most disagreement and allows the DM to run the game as a true ref (making rulings when something’s NOT covered by the rules).

So yeah, I’m a stickler. And often, I’m a gamist/competitor (and knowing a single set of rules allows me to take best advantage of ‘em). And it bugs me to no end when people don’t know what the fuck they are doing with regard to “rules as written.”

FOR EXAMPLE: One of my last D20 “games” wasn’t even an adventure but an on-line arena face-off between my character and another dude. He was actually involved in a game with my buddy, who was trying to get me into their on-line game. I had a 7th level character from a different D20 campaign that I was hoping to bring and this guy was like “your character sucks, I can whip him with my 4th level character.” So we had it out in this arena and then I found that this guy was sporting at least one or two pieces of Epic level magic gear. After barely managing to beat his character I was like “well that’s hardly fair, your character possessing a couple million gold worth of gear.” And he was like “hey, man, I found this stuff in the game.” And I was like “well, your DM doesn’t know what the fuck he’s doing then.” And the guy was like “you’re an asshole.”

And he was probably right…I AM an asshole about certain things…or a purist, I guess. If I know up front we’re playing by a different set of rules, than I can make a choice of whether I want to play like that or not. Otherwise, I make the assumption that the rules are as written and I tend to be a stickler.

So now onto the original post from The Mule Abides (yes, I realize I appear to have wandered far afield of the topic):

Here’s how I look at RPGs in general: they provide a structure of rules to play out fantasy lives in an imaginary setting. We can imagine we are cowboys withOUT the structure of rules, but when it comes to a shoot-out to see who’s got the steadiest hand and faster reflexes, we need some set of rules to make that determination. Now the rules can be as “rules light” as CONSENSUS (“we agree that whoever says ‘bang’ first is quicker and the other guy is toast”) or can be as specific/crunchy as Boot Hill. But without rules you’re just daydreaming, not playing…or not playing anything more than “dress-up” (and even that might have rules to it).

OD&D provided a loose structure to explore a fantasy, ancient/medieval world. AD&D and B/X tightened up these rules to varying degrees, and subsequent editions (BECMI, D20, 4th Edition) added MORE rules. Without the D&D rules, we could STILL have a game of dungeon exploration (DM: You see a troll. Player: I fight it! DM: Roll 1D6; on a 5 or 6 you kill it, on a 1 or 2 it wounds you, maybe mortally.). The rules facilitate play in a certain way.

These days, I like my rules on the lighter side (one of the reasons I prefer B/X play) because I believe it provides more leeway for imagination. The more rules you pile onto a game, the more constrictive that imaginary space becomes. Huge tomes of rules, additional supplements/splatbooks full of new classes/spells/equipment…this is more work than I personally want to do. I understand game companies need to make money (don’t we all!), but I ENJOY using my own imagination, creating my own new stuff (as needed, if needed)…it’s kind of like exercise for the brain.

So THAT being said, and leaving aside the whole question of how a person combines 2nd edition and 3.5 and 4th edition (if there was any justification for “mish-mashing B/X and AD&D” back in the day, the systems were INCREDIBLY similar, unlike recent editions that bear little mechanical resemblance to each other)…leaving aside the weirdness, what does that say that kids are mish-mashing editions with happy abandon and having a great old time?

Well, it suggests a couple-three different things that blow holes in MY previous assumptions.

- Maybe kids are a LOT more open-minded about these things than cranky geezers like myself. After all, irritating as it was I WAS still mish-mashing editions at the age of 9 and 10 myself and the irritation wasn’t enough to make me stop playing…indeed it drove me to play more, looking for a way to rectify the discrepancies.

- Maybe kids have a LOT more imagination than adults (duh!) and NEED more rules than adults (double duh!). Kids thrive on discipline and routine; they’re still “learning the ropes” of society. Having MORE rules, not less, may help to keep conflict down (“I shot you!” “No, I shot you first!”) at a time when they are still working out issues of social contract and how to interact politely with each other.

- Maybe kids have LESS experience with fantastic, imaginary worlds than those of us that have been around for 30-40 years, and they need MORE inspiration to “jump start” their imagination. Personally, I can draw from decades of television, stage, film, comics, novels, history, and even the local news (not to mention past gaming experiences!) for the needs of my games…whether that’s character creation (as a player) or world creation (as a DM). Kids, especially younger kids, need a larger diet of inspiration and WotC editions, for all their other failings, have plenty of bold, beautiful, glossy illustrations to fire kids up…not to mention wonderful spells and magic items and monsters that are probably pretty new to ‘em.


Anyway it’s interesting to think about. I know that I’ve mentioned here (more than once) that I have an interest in “growing the hobby” but in the end, my stuff tends to be written for adults, not children. And while I don’t think a thousand page, three-volume rule set is appropriate for a kid (or anyone!) to learn a new game, I may have been underestimating the appetite for rules that kids have, as well as the adaptability of their young minds.

: )