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<blockquote data-quote="JPL" data-source="post: 4626738" data-attributes="member: 1964"><p>I've been thinking a little bit about the "tweenpulp" genre and how it hasn't been represented in RPGs. I'm speaking of action/adventure with kids [say, ten to seventeen] as the heroes. Johnny Quest is the main model, but I'd throw in Goonies and Spy Kids and the Hardy Boys and the Young Indiana</p><p>Jones Chronicles, too.</p><p></p><p>Most are the offspring of agents for one of those fictional "cool stuff" government organizations or think tanks, tasked with fringe scientific research, investigation of unexplained phenomena, and espionage work relating to the same [no moral ambiguity here --- this is a genuinely good bunch of people, a la MacGyver's Phoenix Foundation]. In addition to keeping the kids near Mom and Dad on long missions, the Foundation is also consciously trying to give these gifted kids a unique education, and therefore lets them participate in all kinds of neat stuff...which occasionally crosses the line from "cool field trip" into "exciting adventure."</p><p></p><p>Other PCs are the orphaned children of other agents, or "friends of the family," or gifted children that the Foundation has recruited for what amounts to a travelling "school for gifted youngsters" --- except in this case, the gifts are not mutant powers, they are simply the potential to excel in the field of Adventuring [due to natural leadership skills, or scientific genius, or whatever].</p><p></p><p>We encounter enemy agents and sinister scientists, travel to exotic foreign lands, track the Yeti, etc., usually with our ex-Spec Ops tutor trying to keep a close eye on us.</p><p></p><p>So...some expanded rules for playing kids as PCs...maybe some quasi-"occupations" to handle the kid archetypes [the Smart Kid, the Tough Kid, the Troublemaker, etc]. Some modified rules to keep things rated PG, especially the violence [probably including the M&M damage save]. Plenty of stats for tutors, parents, bodyguards, and rival kids. And maybe a one-shot style adventure with some loose ends to accomodate further adventure.</p><p></p><p>Throw in some conversion rules so you have the option of running the same kids as adults under the standard d20 Modern rules [just because the goons were stupid and no one ever really got hurt when you were 12 doesn't mean the same rules apply at 22]. In the alternative, you could set up a generational thing --- the kid PCs in an eighties adventure [they learn karate and find a pirate treasure!] are the grownup NPCs in a campaign set twenty years later.</p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="JPL, post: 4626738, member: 1964"] I've been thinking a little bit about the "tweenpulp" genre and how it hasn't been represented in RPGs. I'm speaking of action/adventure with kids [say, ten to seventeen] as the heroes. Johnny Quest is the main model, but I'd throw in Goonies and Spy Kids and the Hardy Boys and the Young Indiana Jones Chronicles, too. Most are the offspring of agents for one of those fictional "cool stuff" government organizations or think tanks, tasked with fringe scientific research, investigation of unexplained phenomena, and espionage work relating to the same [no moral ambiguity here --- this is a genuinely good bunch of people, a la MacGyver's Phoenix Foundation]. In addition to keeping the kids near Mom and Dad on long missions, the Foundation is also consciously trying to give these gifted kids a unique education, and therefore lets them participate in all kinds of neat stuff...which occasionally crosses the line from "cool field trip" into "exciting adventure." Other PCs are the orphaned children of other agents, or "friends of the family," or gifted children that the Foundation has recruited for what amounts to a travelling "school for gifted youngsters" --- except in this case, the gifts are not mutant powers, they are simply the potential to excel in the field of Adventuring [due to natural leadership skills, or scientific genius, or whatever]. We encounter enemy agents and sinister scientists, travel to exotic foreign lands, track the Yeti, etc., usually with our ex-Spec Ops tutor trying to keep a close eye on us. So...some expanded rules for playing kids as PCs...maybe some quasi-"occupations" to handle the kid archetypes [the Smart Kid, the Tough Kid, the Troublemaker, etc]. Some modified rules to keep things rated PG, especially the violence [probably including the M&M damage save]. Plenty of stats for tutors, parents, bodyguards, and rival kids. And maybe a one-shot style adventure with some loose ends to accomodate further adventure. Throw in some conversion rules so you have the option of running the same kids as adults under the standard d20 Modern rules [just because the goons were stupid and no one ever really got hurt when you were 12 doesn't mean the same rules apply at 22]. In the alternative, you could set up a generational thing --- the kid PCs in an eighties adventure [they learn karate and find a pirate treasure!] are the grownup NPCs in a campaign set twenty years later. Any thoughts? [/QUOTE]
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