Lashings of Ginger Beer Corebook Lite.pdf

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What is role-playing?
What is this game about?
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Attributes
Kid Type
What is my kid good at?
Example of creating a kid
The things my kid is good at, explained
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Rolling dice
Narrative play
Getting better at doing things
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Idyllic England
The Gang
Language
Useful items
Birthdays & Christmas
Brothers & Sisters
Pocket money
Playing the game
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The Big Top Adventure
The Mystery of the Haunted castle
The Mysterious Manor
The Kid Nap Caper
Camp Raids
The Secret of Demon Rocks
( Note. Many of the above sections are only available in the full version)
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What is this game about?
You are a 13-year old kid living in Idyl-
lic England. Idyllic England is an unreal
place, a sort of fantasyland along the
lines of those versions of England,
which appear in such works as The Fa-
mous Five, Swallows and Amazons and
The Secret Seven. In Idyllic England
the time period doesn't really matter -
suffice to say that kids ride bicycles not
BMX's, they read books such as 'Boys'
Own Adventures' since there is no such
thing as Sega or Nintendo and most im-
portantly they never swear and are
rarely rude to grown ups.
All right, you may ask, but this is a role-
playing game so what is there to do?
Well, there are camping hols a plenty,
mysterious smugglers caves to explore,
ghostly haunted houses to poke around
in, secret passages in ruined castles to
discover, all manner of suspicious vil-
lains to report to the police for real (and
imagined) crimes. Nasty people can of
course be spotted a mile off, and every
circus that comes to town holds its own
mystery to solve. And, once solved PC
Plod is always on hand with his trusty
bicycle to arrest the villains of the
piece, or to clip the kids around the ears
for wasting his time (without the possi-
bility of being hauled before the court!).
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Attributes
they learn more and therefore become
more clever.
To play in an rpg you need to create a
character, that is the persona that you
pretend to be in the game. In LoGB the
character you need to create is a nosey
kid. Kids are initially defined by 4 at-
tributes . These attributes are rated on a
numeric scale, where the higher the
number the better. They help to deter-
mine how well each kid performs in his
or her day-to-day activities, whether
they be at home, at school or more par-
ticularly when they are on an adventure.
Charm
Being able to smile sweetly and get
away with anything. That is charm.
Younger kids tend to be more charming.
Age
For the most part, it is the age of the kid
that you create that decides what the ini-
tial attribute levels are. The higher the
number, the better able your kid is.
To determine your kid’s age, you need
to either choose an age between 10 to
15, or roll a dice (d6) and add 9 to the
result. Write this age on your character
sheet.
The attributes are: -
Tough
This is a measure of the kid's strength,
resilience, build and all round physical
ability. It is useful in sports, outdoor ac-
tivities and particularly useful in fights.
It tends to be higher as kids grow older.
Age
Tough Deft
Clever Charm
10
1
3
1
3
Deft
11-12
2
2
1
3
13-14
2
2
2
2
Speed, agility, athleticism and co-
ordination are all measured by this at-
tribute. Useful for many outdoor and
sporting pursuits. Deft reduces as kids
grow older.
15
3
1
3
1
Grown
-up
4
1
4
1
Initial attribute levels are determined by
starting age. Look up your kid’s age on
the following table and write the num-
bers for each attribute on your character
sheet. Then add 1 point to any attribute
you like. Write down the final attribute
levels on your character sheet.
Clever
A bright kid is an intelligent and quick
witted kid who does well at school work
and is good at remembering things and
working things out. As kids get older,
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Kid type
They will live in a suburban semi de-
tached house with ample room at the
end of the garden for a tree house or
den. Father will have a Rover car or
maybe a Wolsey or Morris which he
uses for work and at weekends to take
the family on outings or drop the kids
off at the train station, when they go off
to see auntie Mable.
Good kids will go on to become bank
managers, solicitors, doctors, account-
ants or politicians. Girls will of course
get married and become housewives.
After attributes have been decided, you
then need to determine the things that
your kid knows or is good at. This de-
pends on the type of kid, which can be a
Swot, a Truant (Tomboy) or a Good
(‘normal’) kid. You get to choose.
Good (‘Normal’)
Good kids - these make up the vast ma-
jority of kids in Idyllic England. They
have a father who works in the bank or
in insurance a mother who is a house-
wife (as all mothers in Idyllic England
should be - no such thing as the
women’s movement here) probably an
older brother or sister and a family pet.
Swots (Bookworms)
Swots are from backgrounds similar to
those of good kids but could be, for ex-
ample, an only child and therefore
molly-coddled by mummy & daddy.
They are not good at sporty things (too
rough) but at their lessons they excel.
Swots prefer to spend leisure time in the
library or in their rooms with their noses
stuck in their books.
There will rarely be more than one Swot
in any gang.
Swots will go on to become Professors,
scientists, inventors and train spotters.
Truants (Tomboys)
A Good Kid
These kids are the naughtier kids of
Idyllic England. They tend to be the op-
posite of Swots, that is good at sports
but poor at their studies. They may even
use strong words or phrases like 'damn
it' and 'blast' or even on occasion
'bloody hell!' (as long as no grown-ups
are nearby).
Truants are fond of games and pranks
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that lead other kids astray, such as
cherry knocking and apple scrumping
but because they are better at these
things, they do not usually get caught.
By present day standards Truants are
not bad kids by any means and they do
not get into trouble with the police -
they are simply naughty by Idyllic Eng-
land standards.
There will rarely be more than one Tru-
ant in a gang.
Truants will go onto become football-
ers, racing drivers, journalists and
game designers. Girl truants may be
called Tomboys.
A Truant
What is my kid good at?
These are called skills, abilities, feats or
traits in other rpg’s. They are learned or
taught skills and knowledge. All player
character kids in Idyllic England are ad-
venturous and resourceful. They see
things that grown-ups and most other
kids do not see. Accordingly all your kid
is automatically good at two things -
Hide and Snoop. These are already writ-
ten onto the character sheet and you
have a level of 2 dice in each. You can
spend points to improve them from your
points allocation detailed below.
The other things a kid is good at depend
upon the type of kid she is. You have 8
points to split amongst them. Simply as-
sign some of your 8 points to each thing.
A Swot
If you want to choose things that are not
a part of your kid type, you need to as-
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