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Little Wizards (CFG09001), by Antoine Bauza
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We all discovered roleplaying in different ways, and we all hope that our kids will love it as much as we do. Little Wizards is a roleplaying game for inventive and inquisitive kids, developed to introduce them to the joy and creativity of stepping into a whole new world. It's quick enough to learn in just a couple minutes, engaging enough for older kids and parents to play with their little ones, and works just like the RPGs we've all been playing since Red Box. Little Wizards is a Crafty Games production presented as a compact children's reader-style book, including everything you need to play and an introduction to Coinworld, where the Little Wizards live, play, and rise up as heroes.
- Sales Rank: #335642 in Books
- Brand: Craft Games
- Published on: 2013-10-01
- Binding: Perfect Paperback
- 128 pages
- Teach your kids the magic of roleplaying with Little Wizards!
Most helpful customer reviews
9 of 10 people found the following review helpful.
Great idea but only half-done
By Auslander
This book is a great idea, but it is not for the faint of heart. I have a feeling that the other reviewers are probably expert, long-term role-players. For novice or occasional role-players, it tends to be quite vague. Our family spent around an hour and a half just sorting out character creation alone. This kind of tested everyone's patience.
Then, within the first 5 minutes of the first tale (semi-scripted adventure), my two players went entirely off the rails and wanted to just go do whatever struck their fancy. Now please understand, I'm all about open play and improv, but that only works when you have a more comprehensive rule set to operate off of for general events. I found myself flipping through the book WAY too often, frustratingly asking, why isn't X or Y addressed?
Now you may call me OCD and you'd be partially right. I like to approach a game with the confidence of knowing the basic rule system well enough to improvise.
And that's really the thing. Little Wizards is not a system. About half of the book has to do with character creation and world background; between that and the included adventures, mechanics are mostly hand-waved.
Now this all led to frustration on our parts (as it was unclear which events genuinely required dice rolls), but my 8 year old still enjoyed character creation and the basics of role-play -and is looking forward to playing again. So that's what really matters, right?
Lastly, I'd add this: consequences are non-existent in the game. There is no real loss if a player experiences a failure. I will be re-tooling this for our next session - out of the "box", it's too influenced by the modern notion of "everyone gets a prize" which, ironically, really dilutes the feeling of success and accomplishment you get from finishing a difficult adventure.
Overall, an excellent idea, a pretty good universe, but still feels half-done.
6 of 6 people found the following review helpful.
If you know what it’s like trying to explain to your 4 year old why ...
By corethree
I play table top with my wife and have three young boys (at the moment of writing this.) As they get older they have shown interest in joining our games. If you know what it’s like trying to explain to your 4 year old why he can’t play Vampire the Masquerade or some other adult table top then perhaps this game has caught your eye as well.
Me, my wife, my 8 year old, and my 4 year old have given this game a spin and I have made some interesting discoveries.
1. This game does a great job connecting to younger children in a fun way. My boys love Coin World and its locations. They love the theme. And they LOVE the simplicity of the game mechanics.
2. This game has helped me understand what my children want form a role play game. My 4 year old was like a fish to water when his character’s teacher asked him to demonstrate potion making by making his favorite potion. My 4 year old loved the attention, went right to work with his toys pretending to make a potion, and loved picking the effect and hearing the description of what happened. He was all smiles when everyone in the room started clapping. I thought to myself, I don’t think this is the first time he has pretended to create a potion, and here he is doing it in front of his family and we are interested and giving him our attention. Connecting to a four year old at that level is not always easy.
3. Because of the game’s simplicity my 8 year old came alive with interest to run a game. He is not intimidated by the mechanics, he gets it, and he wants to explore his creativity as a story maker. He has wanted to run D&D games before but he could never quite pull it off. This game has posed no obstacles for him. He has arrived at his creative outlet.
4. The game’s mood encourages relaxed-just-go-with-it style playing and that really works for my children. If they want Legs, Minecraft monsters, and Link from Zelda to be a part of this world … then done! Link is riding through a Lego forest on an Ender Dragon, and the players go NUTS! And the mood and setting is crafted in a way to where that sort of thing is not disruptive in the slightest. Again, the kinds go freaking NUTS!
The rules are very light. This is almost barely a game and more of a setting. Characters have 3 attributes (body, heart, and mind) and then a couple vague wizard powers that do whatever the player says they do (such as “spellcasting”). And that’s really it. Player says “I wanna do blah”. The story teller says “OK, the difficulty for that will be EASY” (or whatever he thinks.) The player rolls 2d6 and gets the target number or does not. Pass or fail. Modifiers from attributes or powers will only be a 0, +1, or +2. That’s all there is to it. There is a simple experience system that makes sense and works well.
One thing that took me off guard was the way powers are done. There are two classes. They both have the power “Spellcasting”. Most of the powers are vague like that. What does it do? The player just makes up a spell on the spot and the story teller decides if Spellcasting can do that or not and how hard it will be to do. That’s it. Those are the “mechanics.” At first I was kinda put off by it but it turns out this is exactly the reason my 4 year old can play this game. If the “mechanics” were any different he would not be as capable of playing as he is. I wish readers could see how excited he gets. He just starts yelling “I shoot a fireball out of my wand, that chases the bad guy down the hall, and when it hits him it sets his pants on fire, and he runs away really fast, and then slips on water, and there are rubber ducks everywhere!!!!” Then I go, “uhhhh, OK, roll your dice and get an 8 or higher.” It works just like that and I’m learning that it has to when you are 4 years old.
You don’t want this game if you are looking for a game “system”. It’s not that. But whatever it is, it’s a hit with my kids. I would be lying if I did not tell you that I find this game to be the most uninteresting and uninspiring table top game I play but of the games I play with my children it’s not bad. Seeing them have fun diffidently makes it worth it.
One criticism I do have is that this game is not quite as unisex as I would have it. The borders of the pages are purple and there are absolutely no rules for violence of any kind. Evidently you don’t “fight” anything in this game. Uhhh … little boys do not play games void of hitting things. So I had to come up with a system. My system is that everything has three hearts like in a Zelda game that represent life and players can describe attacks that do one heart of damage. A couple of tweaks like that though and the game is little boy approved. I’m sure the authors would scoff at me. They make it pretty clear in the rules that this game has no “losers” or “losing”. *rolling eyes* That silliness is my only real criticism and I’ll balance that criticism by saying that the 3 nonviolent quests included in the book really did help me to balance our games away from hack and slash and into something that I think is more appropriate for young children. But I’m telling you, when the 4 year old wants to smack something, you better give him some freaking dice to roll!
2 of 2 people found the following review helpful.
Great fun
By Bryce
My kids love this. They are 6 and 10 year old boys, and really get a kick out of it. My 10 year old has been the "narrator" for a few of his friends that come over to the house. I've written a few of my own stories based on the Little Wizards framework, and it has turned out great. Thanks for a fun world!
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