Showing posts with label Gaming with toddlers. Show all posts
Showing posts with label Gaming with toddlers. Show all posts

Wednesday, 2 May 2018

Gaming with toddlers: the sixfold snare

My son turned four recently, so I guess he's not really a toddler anymore. Anyway, the other day I took him to a swimming pool, and he was playing around in the water when he suddenly announced: 'I'm in a trap!'

(He wasn't in a trap. He was standing shoulder-deep in a warm swimming pool. But ever since he started watching Pokemon cartoons, traps have become a big part of his imaginative play.)

'Who put you in the trap?' I asked.

'Team Rocket!' he replied, predictably.

'Can you get out?' I asked.

'No!' he wailed in mock-despair. 'It's made of walls and water and memory and glue and strongness and leopards!'

Well, a few seconds later he 'escaped' with the help of an imaginary burst of electricity. (Pikachu has much to answer for.) But that trap has stayed in my mind ever since.

Walls.
Water.
Memory.
Glue.
Strongness.
Leopards.

Image result for leopards
It's a traaaaap!

I think the reason it's stuck with me is because we expect the transition from concrete to abstract to be one-way. Sometimes it goes from abstract to concrete, like when you have to pass a test to show that you are brave and pure of heart in order to enter the castle of evil, or whatever. More often it goes from concrete to abstract, so it turns out that all the business with fighting skeletons and climbing out of pits was just the warm-up, and the real challenge was to see if you were able to forgive the memory of your dead brother or something. But this trap - this sixfold snare - does both. Twice.

From the outside, I imagine it looks like a castle, obviously built to protect something important. No doors, no windows: just circular curtain walls. Climb them and you'll be faced with the bridge-less moat inside. In the middle of the moat is an island, and the island is full of memories: memories of everything you've ever missed, everything you've ever lost, everything you ever wanted to see again. Only the sternest of souls can avoid standing for hours, lost in bittersweet rapture - which is unfortunate, as the island is also covered in fast-drying glue, and the longer you stand there the more firmly you'll stick to it. Consider bringing an amnesiac.

If you make it past the glue and the memories you'll get to the inner keep, which is made of Strongness. Its stones seethe with barely-contained power, and no human tools can force its gates or breach its walls. Push a wall and it will punch you back. Strike one and it will lash out and hit you twice as hard. The trick, naturally, is to turn the keep against itself: to strike one wall in such a way that the inevitable counter-attack ends up hitting another wall, which strikes back twice as hard at the first one, and so on and so forth until they've punched massive holes in each other and the way forwards lies clear.

And then, when you're inside and your eyes are adjusting to the dark and you're congratulating yourself on your cleverness, you get jumped on and eaten by a bunch of leopards.

It is a trap, after all...

Wednesday, 3 January 2018

Gaming with toddlers revisited: Motay Motay and the Jail Sisters

Goya wrote that it was the sleep of reason that created monsters. He should have spent more time with three year olds.

Over the holidays, I've been spending a lot of time playing with my three-year-old son, whose favourite pastime is a kind of continuous freeform imaginative play that is exhausting, anarchic, unpredictable, sometimes hilarious, and often extremely violent. It's a good thing the Playmobil fairies are always on-hand, like high-level D&D clerics, to magically resurrect everyone at the end, because the death tolls in his improvised narratives are often staggering. (On one occasion an unstoppable evil triceratops depopulated the entire toybox.) The most ordinary situations - a frog and a dinosaur meeting up to eat pancakes, for example - can collapse into scenes of murder and mayhem with startling speed.

Here are some of the monsters he has invented along the way. I cannot claim any credit for any of them. I wish I could come up with something even half as deranged and horrible as some of these guys on my own.

From left to right: Drill Robot, Pomking, Vampire, Doctor Cat, Fire Dinosaur, and Skeleton Pirate. The Jail Sisters, the Lava Tigers, Mega-Dog, and Motay Motay are thankfully purely imaginary.


The Jail Sisters: Never described. Possibly not even human. They capture people and lock them in prison, sometimes behind sentient talking doors who refuse to let anyone out. On other occasions they use slime to glue people to the walls of their cells. They have swords, which they use to cut people open to see if they have dust inside. It is possible to escape from their prisons while they are distracted, but the Sisters themselves cannot be harmed or vanquished. Sooner or later, the Jail Sisters will always return.

Motay Motay: An animated freight train full of angry bees. He attacks by hurtling up to people and opening all his carriage doors: his bees then pour out and sting everyone until they flee the area. For unclear reasons, the sting of Motay Motay's bees also cause nearby fires to go out. He triumphed over the combined might of Thomas and the Tank Engines in a pitched battle which left him the sole remaining resident of the Island of Sodor. The Fat Controller was driven into the sea by bees.

Drill Robot: A robot with drills for arms and two pipes on his body, out of which pour milk and smoke. He drills holes in people, and if they object he drills their mouths off so they can't complain any more. His secret is that he is actually a man in a robot costume.

Doctor Cat: A small orange cat who has the thankless task of splinting people back together after Drill Robot's rampages. His catchphrase is: 'Doctor Cat.... IS BACK!'

Skeleton Pirate: A pirate skeleton who sails around in a pirate ship, looking for treasure. He has a giant pet centipede in his cabin, whom he feeds on nuts.

Pomking: A two-headed fire-breathing dragon who lives on an island, hoarding ice cream. His rulership of this island is bitterly contested by Andy Pig, a giant pig who gets over-excited when watching car races on TV.

Vampire: A vampire girl who flies around in a bright orange aeroplane pouring drinks on people. Lives in the same house as the fairies.

Lava Tigers: Tigers made of lava who live inside lava flows and subsist on a diet of red grass. They are wildly dangerous, but tend to fall asleep a lot.

Fire Dinosaur: A small red dinosaur covered in spikes, who lives inside a volcano. He heats up his spikes with lava and then tricks people into sitting on his back.

Melon: A vigilante squid who flies around in a biplane, hunting evil-doers. When he catches them he cuts them up with the shiny metal propeller on his plane. He's a bit like a gimmicky cephalopod version of the Punisher.

Eaty Branches: These look like ordinary bushes, but when you touch them the branches eat your hand. The locals deal with this by putting the resulting bleeding stumps into a hole in the side of a magic tree, which gives them new hands made of slime.

Mega-Dog: A giant dog. He is very good at fighting, but he will only fight against birds and/or vampires. No-one else. Ever.

Thursday, 9 February 2017

Monsters from improbable sources 3: conversations with a two-year-old

The other day, I was washing my two-year-old son in the bath when he suddenly said: 'You not a bahmu!'

'What's a bahmu?' I replied.

'Bahmu is big pet', he explained. 'In woods.'

'What colour is it?'

'Is red. Bahmu has legs. Is scary!'

'So the bahmu is a big, scary red pet with legs that lives in the woods. Is it furry?'

'No, is not. Bahmu have red teeth!'

'Is bahmu friendly?'

'No, is scary!'

'What does bahmu do?'

'Bahmu say RAAARH!'

I appreciated this conversation, because it gives me an excellent opportunity for finding out whether I am, in fact, living in a horror movie. All I need to do is take my son into the nearest forest, say the magic words 'So where does the bahmu live?', and then see whether I am horribly killed within the next five minutes by a giant red monster with teeth. My son, of course, would survive unscathed, because as the only witness it would be his job to tell the bemused detectives how bahmu ate daddy, bahmu is big red pet, bahmu live in woods...

Image result for red monster with teeth

  • Bahmu: AC 15, 4 HD, +4 to hit, bite (1d12 damage), saves 10, morale 9, special attacks: roar. 

Bahmu are large, loping creatures, like a bald red ape crossed with a hairless wolf, whose almost-human faces are dominated by enormous mouths full of sharp red teeth. They normally move on all fours, although they can balance (slightly unsteadily) on their hind legs if they need to grab or bite at something that would otherwise be out of reach. They are superb burrowers and excellent climbers, their big clawed hands serving to dig through earth and grip onto trees with equal skill. Their preferred habitat is dense forests. 

Bahmu are entirely unnatural, having been magically bred as pets and guard dogs by an ancient and thankfully long-vanished civilisation. Although long-since gone feral, they still cling to the regions once inhabited by their former masters, lurking in the ruins of their overgrown cities as though hoping that, if only they wait long enough, their original owners might finally return. They are long-lived and hardy, and while their highly territorial nature will lead them to eviscerate anyone they see as trespassing into their territory, their ancient genetic imperatives mean that they are mentally conditioned to behave in various pet-like ways that now seem oddly out of keeping with their ferocious nature: they will placidly allow themselves to be played with by cats, dogs, and small children, and are scrupulously cleanly in their habits. If you could catch and domesticate one at a young enough age it would make a brilliant housepet, provided you had a big enough garden and you didn't mind it occasionally eating your neighbours. 

Bahmu prefer to attack from ambush, either dropping down from the treetops or bursting up through the soil from one of their hidden underground burrows. (They see excellently in the dark.) If anything survives their initial assault they will emit a terrifying roar which induces supernatural terror in all non-bahmu who hear it, forcing them to save or flee in panic for 1d6 rounds. 

Bahmu is big pet.

Bahmu is scary.

Bahmu have red teeth.

Bahmu say 'RAAARH!'

Sunday, 30 October 2016

Just a wandering gill-man, in search of love and adventure...

The other day, I saw some toys for sale in a local shop at a knock-down price; I thought my son might like them, so I bought him some. They turn out to be part of some complicated multi-platform media franchise called 'Skylanders', which I've never heard of until now. My son (who is two years old) eagerly grabbed the first two toys, which he promptly christened 'Cake Belly' and 'Robot Guy'.

Image result for skylanders trigger happy
This is Cake Belly.

Image result for skylanders swap force star strike
This is Robot Guy.

I, however, was much more interested in the third of them, a buff, bicep-flexing fish-man dude with a big, happy smile. I told my son that the thing he was holding was an anchor, so he was swiftly named 'Anka', which isn't nearly as good a name as Cake Belly or Robot Guy. But he's still my favourite of the three.

Image result for skylanders swap force gill grunt
This is Anka.

According to the packaging, his real name is 'Gill Grunt'. I looked him up online, and discovered that he actually has a surprisingly tragic backstory:

Gill Grunt was a brave soul who joined the Gillmen military in search of adventure. While journeying through a misty lagoon in the clouds, he met an enchanting mermaid. He vowed to return to her after his tour. Keeping his promise, he came back to the lagoon years later, only to learn a nasty band of pirates had kidnapped the mermaid. Heartbroken, Gill Grunt began searching all over Skylands. Though he had yet to find her, he joined the Skylanders to help protect others from such evil, while still keeping an ever-watchful eye for the beautiful mermaid and the pirates who took her.

So at this point I was pretty much in love. A happy fish-man who wanders the world looking for his kidnapped mermaid girlfriend (whom he met in a cloud OMG WTF) and whacking people with an anchor. And his battle-cry is 'Fear the Fish!'

But wait. It gets better!

Gill Grunt grew up in a typical Gillmen city on the ocean bottom. From his glass bedroom bubble window, he would gaze out at circling cyber squid and menacing mega sharks. He couldn't have been more bored. 

Cyber-squid? Mega-sharks? Boring! I'm gonna join the army and work out and date mermaids and maybe shoot some guy with a fucking anchor. Fear the Fish! FEAR THE FISH!

I feel a very real connection to Gill Grunt. I identify with him on a very deep level. I can think of very few better ways to live than as a happy, romantic, easily-bored fishman with an anchor gun.

In fact, if and when I get a chance to actually play in a game instead of running one, this might just be my next character...

Friday, 23 September 2016

[Actual play, sort-of] Adventures with a two-year-old

My son is now almost two and a half, which means he's started engaging in imaginative play. Playing with him increasingly feels like running a game of D&D with the most anarchic players in the world.

Imagine if, when you said to your players, 'OK, you get in the wagon. What do you do now?', there was a roughly 50% chance of them replying: 'I crash it into the nearest wall!' It's kinda like that.

(I mean, he doesn't actually say that. He just grabs the vehicle and rams it into a wall while shouting: 'CRASH! Oh no! Help me, guys!' But the message is pretty clear.)

Here's an after-the-fact 'actual play' report of a fairly representative 20-minute slice of play. Its similarity with a lot of real RPGs I've played in over the years makes me wonder just how much of gaming is really about reconnecting with your inner two-year-old...

Our intrepid heroes: Lars (left) and Xuli (right). 

Lars and Xuli are drowning in paper! 'OH NO! HELP ME, GUYS!'

Lars and Xuli are rescued by a friendly car.

They meet a lizard monster who lives in a castle on wheels.

Lars and Xuli steal the castle and crash it into a wall.

A dragon knocks the castle over and chases everyone away. 'Imma get you! OH NO! GRR!'

Xuli attacks the dragon with a giant drill.

Having defeated the dragon, Xuli flies off in an aeroplane.
Lars makes friends with the lizard-monster and lives happily ever after.