So something I think about a little is finding good ways to run RPGs with kids. Some kids are super into the crunch of RPGs– I definitely had friends when I was a young person who would have been obsessed with minmaxing some character class or something– but a lot of the time, what I want if I’m sitting down with kids is something that gives me a little bit of randomization but mostly gets out of the way.
So when a friend and their kids stopped by last night to get out of the heat, I started thinking again about trying to find a good system for kids to play… and eventually found myself up late at night, poring over a few different options. To be clear, I’ve tried a few systems with kids before (Dungeon World, 5e, DCC, a few other things), and I’ve looked at a lot more (Beyond the Wall, Maze Rats/Knave, Troika, various lightweight OSR things).
I want a few competing things: I want the system to be light enough that the kids can follow along and feel engaged; I want it to be a system that gives them some options to customize their character and how they want to play without being overwhelming; and I want it to be a system that I find reasonably fun.
And so I hit upon Savage Worlds, and wondered why I hadn’t thought of it sooner. Its core mechanic is easy enough that even little kids can follow (if they can read numbers), it has a lot of flexibility (for those cases where the kid you’re playing with decides to go off script), and it has enough bells and whistles to keep me occupied while running it. It doesn’t infantilize kids (which is a problem that some TTRPGs for kids have), but it doesn’t require a bunch of knowledge they might not have. (Dungeon World would seem to be fun for kids, but it kind of expects you to be familiar with the tropes of D&D.) I like the fact that SW’s bennies give the GM the opportunity to reward a kid for doing something inventive, but also give the kid the opportunity to reroll something they’re really unhappy with. (It is very tempting– for both GMs and the players– to fudge rolls when you’re playing with kids.)
But in the more or less fantasy adventures I was thinking of, I do want players to be able to use magic, and I want magic to be fun and evocative and interactive. I was looking at Mausritter tonight, and I realized that it’d be pretty easy to hack a magic system into Savage Worlds on the basis of the Mausritter / GLoG system I already know and love: you just set up spells as part of a player’s equipment (maybe as runes or spell books, if you want to be concrete about it), with a certain number of uses, as in Mausritter; and then have them roll their sorcery die (likely with their wild die, as well) to cast a spell. You can use the [DIE] and [SUM] mechanics from GLoG and Mausritter to determine the power of the spell. Heck, if you really want to get wild, you can make spell casting dice explode, as well. To recharge spells, you can go the fun, evocative Mausritter path, or you can just kind of handwave it. You might want to fiddle around with how many uses a spell has (does each die that counts towards the power of the spell check a use, as in Mausritter?), but I suspect you do want to give kids something to check off as they use their spells (to give them an opportunity to be strategic about using their resources). You can even use the GLoG mechanic that rolling doubles causes something weird and chaotic to happen.
To me, this seems like a pretty robust way to play (fantasy) TTRPGs with kids: it should be fun, and easy to pick up, without requiring a lot of rules. It seems like you’d probably be able to make it as complicated or as simple as you want, more or less on the fly. It gets them rolling dice and casting spells without requiring a whole lot of prep.