Basic Rules
Actions
Most actions are resolved by rolling a d6. A roll of 4, 5, or 6 is typically successful, while 1, 2, or 3 indicates a failure or a challenge. Adjust the difficulty as needed for the situation (e.g., 5-6 for hard tasks).
Using Talents
Characters have special talents. When a character uses their special talent, they roll a d10 instead, increasing their chances of success. For talents, a roll of 5-10 is successful, while 1-4 indicates a complication or partial success.
Teamwork
If another character helps, the player can roll an additional d6 and choose the higher result. This encourages collaboration.
Critical Success and Failure
Rolling a 10 on a d10 or a 6 on a d6 is a critical success, leading to an exceptionally good outcome. Rolling a 1 on either is a critical failure, resulting in an unexpected twist or challenge.
Other Considerations
Role-Playing
Encourage players to describe how they use their talents, adding to the story's richness. Successful rolls can be narrated as impressive feats, while failures lead to interesting plot developments.
Adjusting Difficulty
You can vary the success threshold based on the scenario's difficulty. For instance, in a particularly challenging situation, a successful roll might require a 6-10 instead of 5-10.
Learning from Failure
If a player fails a roll, consider offering a small consolation or a lesson learned, which could aid them later in the story. This keeps the game positive and engaging, especially for younger players.
Rewards for Success
When players succeed, especially on critical successes, reward them with additional clues, items, or advantages in their adventure. This incentivizes creative problem-solving and use of talents.
By incorporating these basic rules, you create a framework that is easy for kids to understand and engage with, while still offering enough complexity to make the game interesting and dynamic. The use of dice adds an element of randomness that can lead to exciting and unpredictable story developments.