It is, apparently, Teach Your Kids To Game Week, so I’m
taking the opportunity to review Mermaid Adventures by Third Eye Games, an RPG
designed specifically to encourage kids to try roleplaying.
WHAT YOU SHOULD KNOW: This review is of the PDF version of
the product, available at RPGNow for $9.81, and is meant to help kids take the
plunge into roleplaying. Unlike most Third Eye Games products, it doesn’t use
the Dynamic Gaming System, instead using the newly designed for this game Pips
System. The basics are as follows: You have white dice and black dice (d6s),
and you roll White dice (usually equal to a stat) and Black dice (usually equal
to the difficulty) and count the successes (4, 5, and 6), subtracting the Black
successes from the White successes. If you have at least one success left, you succeed.
The game is Player Facing, with the players rolling all the dice.
The world is pretty broad strokes, with a sunshine and
happiness Atlantis on guard against the mysterious and threatening Dark Lands.
There are eight species of Merfolk to choose from: Fishfolk
(what you commonly think of when you think of a Mermaid), Eelfolk (who tend to
be slippery pranksters), Urchinfolk (who like to scrounge for magic relics), Jellyfolk
(keen stragegists), Octofolk (sorcerers), Rayfolk (the ninjas of the sea),
Sharkfolk (hulking warriors) and Lobsterfolk (craftsmen and inventors).
The underwater world is also inhabited with typical sea life
like fish and sharks, as well as the fearsome Kraken.
In character creation, you pick your Merfolk type, which
gives you stats for Body, Mind, Charm and Luck, which you can then customize
with 5 points. Each Merfolk type also gives you a free Quality. Then you roll
on a series of random charts that include things like Fin Color and Hair Style,
plus cooler stuff like Extras (maybe your character has a uniform of some sort,
or an eye patch, or dynamite) and finally Goals (which give you a bonus White
die when pursuing them).
From there, add 4 Qualities (like Writer, Thief or Puzzle
Master) including Magical Qualities, which essentially give your character
special powers (like Hypno Eyes or Water Bending). You can even spend those
points on an animal companion or special items instead.
And that’s the basics of character generation.
The system is pretty simple, as noted above, though you can
also apply up to three Qualities to help you with your die rolls (assuming they
fit what you are trying to do). If White beats Black by 3 or more, it’s a
bigger success, and if it’s 3 or less, it’s a more crushing failure. Ties are
resolved as “You succeed, but…”
Combat is interesting, as you can attack with any of the 4 stats, and defend
with any of the 4, again applying logic and storytelling to these choices. Whoever
loses out takes damage to the stat they were using, which takes up to 4 hits…but
if it drops to 0, you have to roll on a chart to see the effects. Body of 0 can
put you in a coma or cause an item to break. Mind of 0 can give you migranes or
fill you with overconfidence (which
would be BAD if you had just had your Mind dropped to 0). Charm can cause you
to burst into tears or lose your voice. Luck can cause you to trip and fall or drain
you of magic. And there are options on each chart that can force you to lose a
point of the stat permanently, or regain one you’ve lost.
NPCs are abstracted down a bit, with a Hit total instead of
Hits for each attribute. A really good selection of NPCs, beasts, monsters and
even Top World creatures are provided.
The GMing section is short and sweet, and basically says “Make
everything wacky and have fun”, which isn’t bad advice.
A random events chart is provided (why didn’t anyone tell me
there were so many random tables?!), for those times when you need inspiration
fast. These include Disasters (Underwater fire! Run!), Discoveries (Ooooh, a
sunken ship!), Meeting Someone New (a bully is after you!), Magical (Body
swap!), and Fun (The carnival is here!).
Sample NPCs are included, and I’m guessing these are
Kickstarter backers and the children thereof, as much of the art looks a lot
like redrawn photos in the face,
Five sample adventures are included. The first is a basic
rescue attempt, complicated by the fact that the merfolk are under orders not
to be seen by the surface folk, who are currently in need of rescuing. The
second is a royal heist with a creepy twist involving undead and sea witches. The
third is the Undersea Olympics. The fourth involves a child gone missing and
the PCs attempting to save them. The fifth leaves the PCs stuck on the surface
world as humans in a race against time to return to Atlantis.
An index is included, followed by a list of Kickstarter
backers and a character sheet.
WHAT WORKS: The system looks like it would do a find job of
handling any type of conflict, not just slugfests, and the charts for stats
dropping to 0 are inspired. The amount of Merfolk is similarly impressive, and it
would be easy to increase the available Qualities based off of the examples
given. The bestiary is also pretty big, and the five adventures cover a broad
range of stuff, giving you some good ideas as to the range of the game.
WHAT DOESN’T WORK: Despite not being marketed towards girls
specifically, Mermaid Adventures has registered exactly zero interest from MY
kid, in no small part because of the “Mermaids”.
CONCLUSION: Obviously, I’m a huge fan of Third Eye Games,
but I was fairly underwhelmed when I heard the announcement for this game.
After reading it, I may put the overall quality of the book ahead of Part-Time
Gods and behind API and Wu Xing. The system is simple but has some nice wiggle
room, and I’m glad to see it’s living on in another kid-friendly RPG, Camp Myth
(which, thematically, may be more up my kid’s speed). Don’t judge the book by
its surface…it has some impressive depths to it.
I've been wondering about this--you might present the Sharkfolk as a focus for your kiddo...:D
ReplyDeleteThing is, I think he'd much rather play a Jedi.
DeleteI have also been curious about this one. But my boys have years of D&D and 3 Gen Cons under their belts now.
ReplyDeleteIt's a good game, albeit not geared towards experienced child roleplayers...unless they just really dig the merfolk setting.
DeleteOne of the unlocked funding levels from the Kickstarter was a reskin of the rules to a setting inspired by Secret World of Arietty and The Borrowers. I think my son would really dig that. Its one of the reasons I kickstarted it, to be honest.
ReplyDeleteCannot wait for that supplement to come out!