The best stories are the ones you make up with your children.
That’s the thought behind Amazing Tales, a story making game of roleplay and imagination for children who are old enough to have adventures. With the very simple Amazing Tales rules to guide you, you and your child can make up stories together, rolling dice to add drama and excitement for everyone
Amazing Tales, First Edition - Rules SummaryCollapse
Character Creation [ edit ]
As both a children's RPG and a generic RPG, Amazing Tales character creation system is at the same time both extremely open-ended and extremely simple. First, the player is encouraged to come up with a name and a concept for their character, and to draw or describe them. This concept can be anything that the child can imagine, from traditional knights and wizards, to robots, dinosaurs, aliens and more.
Next, the player picks four skills for their character. Tose skills aren't selected from any list, but instead are just made up by the player. Skills are a bit more broadly defined than in adult RPGs, so for instance being able to speak to animals would be considered a "skill". The goal is to encourage the child to use their imagination and create a fun character, not to limit them.
Finally, the player then decides which of their skills is the best, and assigns a d12 to it, then does the same with a d10 for the next best, and so on. After they've assigned all their skill dice, they're done.
Core Mechanics [ edit ]
As an RPG for young children, Amazing Tales has a very simple success mechanic. The GM simply decides which of their skills is most appropriate to the task, and the player rolls the corresponding die. If the die rolls three or higher, the action succeeds, and the GM narrates the success.
Combat [ edit ]
Amazing Tales is not in any way a tactical game; it's purely about imagination and story-telling. As such, there are no specific rules for injuries, initiative, or other traditional combat features.