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<blockquote data-quote="Wednesday Boy" data-source="post: 6430480" data-attributes="member: 53678"><p>I haven't tried it but I think 6-9 year olds could understand WEG's d6 Star Wars system fairly easily. The character sheets can be very simple. And you could help them navigate the mechanics to make a character with the skills and aptitudes they want.</p><p></p><p></p><p></p><p>I think Fate Accelerated (<a href="http://fate-srd.com/fate-accelerated/get-started" target="_blank">http://fate-srd.com/fate-accelerated/get-started</a>) would be a great fit for kids. I think approaches (how the character tackles a problem) as opposed to specific skills is easy for new roleplayers to grasp. And approaches give characters a competency that you often see in other media, as long as they play to their strengths. (Ex: as long as Robin is being sneaky or clever, he does well against the problem. But if he rushes headlong and tries to use force to solve the problem, he ends up doing poorly.)</p><p></p><p>The "create an advantage" action is sometimes a little complicated for even adults to understand but if you let them tell you what their doing and adjudicate the outcome narratively, it should play smoothly.</p><p></p><p>Aspects and fate points might be a little complex to know when to use them but if you keep the number of aspects per character low, I think a little experience with the system will be enough to learn how they work.</p><p></p><p>Good luck!!</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6430480, member: 53678"] I haven't tried it but I think 6-9 year olds could understand WEG's d6 Star Wars system fairly easily. The character sheets can be very simple. And you could help them navigate the mechanics to make a character with the skills and aptitudes they want. I think Fate Accelerated ([url]http://fate-srd.com/fate-accelerated/get-started[/url]) would be a great fit for kids. I think approaches (how the character tackles a problem) as opposed to specific skills is easy for new roleplayers to grasp. And approaches give characters a competency that you often see in other media, as long as they play to their strengths. (Ex: as long as Robin is being sneaky or clever, he does well against the problem. But if he rushes headlong and tries to use force to solve the problem, he ends up doing poorly.) The "create an advantage" action is sometimes a little complicated for even adults to understand but if you let them tell you what their doing and adjudicate the outcome narratively, it should play smoothly. Aspects and fate points might be a little complex to know when to use them but if you keep the number of aspects per character low, I think a little experience with the system will be enough to learn how they work. Good luck!! [/QUOTE]
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