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Welcome to the Kidpunk thread!

Second thread. First one here:
>>33913245

Kidpunk is a genre in which children perform great feats of imagination while outside the supervision of adults. Think of Kids Next Door or Ed, Edd, and Eddy.

Kidpunk broadly encompasses those series featuring children protagonists who accomplish amazing feats of engineering, science, technology, or so on through childlike architecture or techniques that wouldn't really work for adults.

A common element is the unstated assumption that everything happening in the setting might just be the childrens' imaginations - so the KND tree fort is just an ordinary treehouse, Dexter's Lab might just be a science kit and an overactive imagination, EE&E's jawbreakers aren't actually twice the size of their heads, et cetera. On the other hand, perhaps children tap into a kind of magic that they eventually grow out of, magic powered by imagination that actually makes their thoughts become real.
>>
>>33926167
Would Little Fears fall into this?
>>
In the old thread:
>Classes discussion
>Aging as a leveling-up system
>Does imagination goes down as age (level) go up?
>Special Kid class
>>
>>33926149
Most of these shows seem to portray things from a child's point of view. Most adults forget that time is perceived as being slower for children - because you've only lived a few years, a whole year seems like much, much longer than someone who has lived 20 or 30 of them already.

EE&E, for instance, seems to portray the "endless summer" of elementary school, when a few months felt like a lifetime.
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>>33926167
KND is the only one of these that qualifies as punk.

Stop using noun-punk to describe aesthetics. The -punk part has to actually mean something.
>>
>>33926265
This was already discussed, please go away. We're talking about RPG mechanics now.

On-topic: How do adults play into this? Some works just have them inexplicably absent, others have them be basically NPCs in positions of authority, others have them be un-seen but always-just-off-screen powers who can ground, punish, or withhold allowance if you get in trouble.
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>>33926167
http://suptg.thisisnotatrueending.com/archive/33913245

archived old thread
>>
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>>33926265
>Stop using noun-punk to describe aesthetics.
No.
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Guys, what the fuck

you'll force a general out of anything

if you're trying to write a system then make that clear, if not then go away with your ill-named "genre" you invented

or at least think of a better name
>>
>>33926167
Disney's Peter Pan might well be the birth of the Genre, at least as far as film is concerned, with the Lost Boys' hideout as an early example of the improbable feats of engineering such children are capable of. Peter Pan's use of run-of-the-mill magic and other fantasy elements, as well as the "fantasy world" concept are arguments against its classification as a pure example of the genre. Interested to know if anyone else can think of other examples from earlier than Cartoon Network's "Cartoon Cartoon" era.
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>>33926265
I think "kidpunk" sounds like a GREAT way to describe a setting where the PCs are troublemaking kids out on their own with no adults in sight. It's a wonderful play on words.
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>>33926341
Calm your tits, man. The last thread hit the bump limit so we made a new one. That's all.

I do want to make a system, though.
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>>33926149
That's why I originally just wanted a starting age to determine how much imagination you get vs how many stat points you get
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>>33926376
We're totally gonna make a system. This sounds amazing.
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>>33926378
Well, there's no particular reason one would HAVE to use the aging rule, I guess. It still seems minmaxy to basically pose the choice of "stat points or mana pool" and it seems like that would lead to three real choices: max mana, max stats, or equal balance.
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>>33926407
Who all would help write it?

I have zero experience with this but would be glad to help.
>>
there should be a "vices" part for your character where it is a child's fear of like the dark or something
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>using "punk" to refer to stories about rebellion against authority, counter-culture, and the adverse effects of the setting's genre such as cyberpunk referring to technology
POPPYCOCK! The word "punk" clearly refers to the work of a prostitute! The meaning of words shan't be altered by you whippersnappers! It's not as though English is a living language in which the meaning of words change over the years!

I know you lot wish only to have a gay time amongst yourselves, but the preservation of the sanctity of the English Language is of dire consequence!
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>>33926484
Hmm. I can see a space for childish vices or things kids are expected to grow out of, like fear of the dark.

What does fear of the dark do, and any other ideas for debuffs?
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>>33926547
picky eater
sun burns easily
safety object
>>
>>33926303
I'm thinking three types of adults.

>Parents are borderline omnipotent force that can greatly influence kids despite being blind to their extraordinary antics. At the same time, kids can influence them for allowance or toys, which some classes like the cutie or rich kid are good at.

>Adult Villains: Adults who remained childish enough to "stay in the game" as it were. The KND villains, despite always talking about how much they hate children, still display some very immature behavior, and can accomplish feats on par with the children's

>Regular Adults: Seem actively resilient to the oddness of the world, and it can be difficult to use imagination around them. Think the mom from Phineas and Ferb. When she's looking, the kids creations will not be there.
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>>33926445
I'd totally do it, but I'd have to be less stoned than I am right now. If this keeps up until tomorrow I'll definitely participate.
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>>33926344
South Park is a good example of-
>earlier than
Hmm...I do think the Cartoon Cartoons really typified it in the modern age. Rather than being about Bugs Bunny, Mickey Mouse type cartoon characters, they were about kids or sometimes adults who at least on the face of it were normal, real kids.

Nickelodeon cartoons don't really share it for the most part, either. Maybe a few do, I don't know, I was mostly a CN kid.

>>33926547
Nose-picker. Social encounters have to roll a check to see if you're caught picking your nose, in which case you're given the "Ewww!" reputation for the next few days.
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>>33926306
Jocks
subclass
Nerds
subclas

etc.


Weirdos-
>Previously discussed "Special Kid"
>Best Friend is Imaginary
>>
>>33926604
You forgot one - Teachers, who can punish the children like parents do but don't have the benefit of gaining you anything for being on their good side, meaning only a teacher's pet might want to get on their good side unless a child is running a con to get another kid in trouble.

Overall, most kids just want to avoid teachers. Principals and so on are like super-teachers.
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>>33926605
well I am on my phone so while I cannot help in a traditional sense I can give you guys a plan
1. compile the rules we have made on q Google doc
2.discuss additions and revisions
3. make final draft
4.play test it
>>
>>33926652
I think maybe Weirdo might be a class where Special Kid and Dreamer are both subclasses.

Dreamers are those kids who go real quiet when their imagination takes hold, rather than sharing what they're seeing with other kids. They'd be equivalent of summoners - they act through powerful imaginary friends. They might be autistic, but they aren't retarded like Special Kids, they just come off as spacey or detached and don't share well.
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>>33926628
>discovers boobs
>has to fight to not look at boobs 24/7
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>>33926729
Maybe the special kids are evil summoners, like the kid in the it novel, the one that dies in the fridge. I would be aweful to have a kid that doesn´t fell remorse bringing shit out of his mind to chase you.
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>>33926604
Does Phineas and Ferb count as kid punk?
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>>33926690
>>33926652
oh god this reminds me of those starcraft custom games where it was obvious that people overpowered the units they self-identified as
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>>33926860

Incomplete example due to general lack of adult interference. Hell, they get commended by newscasters and such for their accomplishments.
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>>33926860
Kidpunk but without any real conflict. Cadance is the closest thing to a villain the children have, and she's nowhere near as bad or as competent as the KND teen villains are.

Still, Dr. Doof is a perfect example of an adult who can still use imagination. Old on the outside, kid on the inside.
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>>33926407
I dunno the last time we were "totally gonna make a system" this DIDN'T happen.

I'm all up for helping figure out a system that will work with this (Since that seems more likely) and hell... if a new Kid based Imagination adventure system pops up I'll be happy beyond belief.

Otherwise I'd hate to be involved in a repeat tour of a bunch of discussion that goes nowhere.
>>
So how's this:

Classes
>Jock (high-strength, imagination bonuses for physical encounters, low-intelligence)
Subclasses of the Jock include Bully (direct damage dealer, high strength, oversized for age, almost no magic), Athlete (uses imagination for athletic feats or sports feats)

>Nerd (high-intelligence, imagination bonuses for intelligence encounters, low-social)
Subclasses of the Nerd include the Fantasy Geek (a jock-nerd hybrid who can use a toy sword and toy armor), the Computer Nerd (a hacker who can hack computers by pressing random buttons on the keyboard), the Tinkerer (who can build things out of materials like cardboard, wood, or scrap), and Library Nerds (who have the best education and knowledge, are probably good at adult influence too)

>Cutie (high-social, imagination bonuses for social encounters, low-strength)
Subclasses of the Cutie include Pony Princess (for girls only, can summon a pony and bring stuffed animals to life), the Ballerina (a hybrid Jock-Cutie who is athletically fit but also cute, males may prefer to be called a Dancer), and the Parent's Pet (who gets crazy bonuses to parental influence and can influence adults very well)

>Weird Kids (special classes, imagination bonuses for unique uses)
Subclasses of the Weird Kids include the Dreamer (who specializes in imagination but is bad at both strength and social, has the best imaginary friends) and the Special Kid (who uses high Imagination to replicate feats of strength classes, but has almost no intelligence or social grace).

What did I miss?
>>
Old thread suggested this:

Along with traits, kids can take an Interest that flavors all their actions. So, kids with the Anime interest might end up as a cutie who makes cutsie anime faces, or a tinker nerd who builds anime-inspired robots, or an anime jock who tries to emulate DBZ. We all knew that kid that tried to kamehameha at recess, right?
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>>33927110

>We all knew that kid that tried to kamehameha at recess, right?

Please don't remind me.
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>>33927110
In my school that kid tried to Chaos Control, not Kamehameha. Otherwise yes, I know what you mean.
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>>33927002
Would the Ditz subclasses (re-rolls and high damage) fall under Cutie or Weird Kid?

I also feel like Cool Kid and Boy/Girl Scout should be some manner of class. Cool Kid could have great social skills (maybe a high allowance but little else towards parents, for a "pampered but often ignored archetype?), and Scout could be a mix of Nerd/Jock, being good but not great and tinkering and physical.
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>>33927002
I dunno if cutie is the social class should that include the Popular Kid archetype? Or should cutie be part of cool kid? or should Cool Kid be its own thing...

Or maybe Cool or Unpopular should be traits similar to how interests work >>33927110 . An unpopular cutie is nice and can get social graces on an indidual basis but starts out in lower social standing. Or a Cool nerd could still have shit social stats but starts out on the positive end...

Hell; Poor, Rich, Divorced or United Parents could also be Traits.
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>>33927110
Parody rules would be an interesting idea, especially considering the inspiration was full of them, and kids always love playing out their favorite shows. Maybe if either the game master of a player gets it started with a quote or action from a kids show or something, people get bonuses as if they play along.
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>>33927159
I think Ditz might be a hybrid Cutie-Weird Kid class. Cool Kid would maybe be a Cutie as well.

>>33927174
The problem with that is that coolness is usually portrayed as an integral part of their personality in most kidpunk works, not as a social ladder one actually climbs or slides down on. Any kid might be particularly cool or uncool in any given day but be back to the default the next day, too.

I think the pampered-but-ignored archetype might go under Rich Kid. And yeah, Rich Kidsounds like a trait rather than a class, the trait meaning Parental Influence can be spent on better things.
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>>33927174

United parents could mean that kids have to work twice as hard to convince them about something they're in opposition too, but they get more benefits.
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>>33927110
>anime jock
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>>33927225
I think the whole point of picking an Interest would probably be to parody something specific.

I picture this as basically being kids LARPing together, a la The Stick of Truth but with disparate influences. So bonuses for rolling with incompatible interests (the LOTR kid casting a spell against the Trekkie kid's phaser) might work.
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>>33927149
Jeeze this makes me remember trying to replicate the whole shoe-rail grinding thing from SA2...

That is a painful memory.
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>Interests
So would a "Toon" interest result in a kid trying to emulate toon physics?

If so, a Special Kid with a Toon interest would be fucking hilarious.
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>>33927225
>If I pull that off will you cry?
>>
>Toon Interest:
>Special Kids with a Toon Interest should refer to the sourcebook for Toon RPG for all actions.
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>>33927280
I dunno, one of the football players at my highschool went to the anime club. Granted he wound up dating the club VP senior year.
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>>33927344

>It would be really sad.
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>>33927347
meant to reply to
>>33927321

>>33927320
Painful physically or emotionally?
>>
Riddle me this /tg/: Does this qualify as Kidpunk?
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>>33926222
No idea.

... what is it?
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>>33927390
Shit, forgot pic.
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>>33927387
A little of column A, a little of column B.
Actually a lot more of column A to be frank.
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>>33927445

Yes, in the sense that it's about kids accomplishing unbelievable feats without adult supervision. No, in the sense that the threats are genuine (any adults fought are just controlled by Giygas, not actively seeking to ruin fun for children because it's what they want to do) and they actually have pretty clearly supernatural abilities.
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>>33927002
could the dreamer instead of having a imaginary friend, do "magic" or pull the thing kids do when they fight in games one up each other.
one example would be they grab a pine cone and throw it and say its a grenade, then another would say it was a dud, cross their arms and say its an unbeatable shield, or say they are made of metal so they are immune; or would that be basically them having a stand for an imaginary friend?
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>>33927558
>one-upsmanship
Maybe that's its own class, the "cheater" class. Low social because he pisses everyone off, but powerful in a fight because he one-ups everyone.

Might need a mechanic to make sure the cheater doesn't win every possible encounter - maybe other characters in a fight can call "Nuh uh!" if it's used too often, leading to a fistfight that the Cheater will probably lose?

Fistfights of course bring parental attention, which is bad for all.
>>
So I see four major stats here:

>Health
>Imagination (mana)
>Parental Influence (gold)
>Age/Level (XP)
>>
>>33927649

You forgot

>Strength
>Social (Coolness possibly some kind of subfactor of this?)
>Intelligence
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>>33927609
Maybe cheater is a trait someone can have... in that they can reroll if their first roll fails, but afterwards the checks get one point higher if he does cheat. Meaning if he cheats repeatedly it gets tougher and tougher to beat armor checks or skill checks.

>Uh, its an armor piercing laser bullet!
>I thought it was a homing laser bullet!
>Its that too!
>Shut up! That's it you don't get to have powers any more!
>Come On! Thats not fair!
>>
>>33927002
Someone mentioned a Foreign Kid class last thread, and I just realized that they'd be paladins. They have extremely good abilities and stats due to coming from a much harsher country, but have to obey a strict set of rules and customs that can make social activity difficult, or suffer harsh parental penalties.
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>>33927609
When the Cheater one-ups opponent rolls 1d6

1-4: Nothing happens
5-6: Opponent calls "Nuh uh!"

For every consecutive one-up the cheater does opponent gains an additional 1d6
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>>33927110
>interests
This'd be a great way to encourage roleplaying, if the GM occasionally said "your character can't imagine that, it's not something his interests would lead him to think of" but allowed interest-focused imaginary actions to work better.

Wouldn't apply to things all kids might think of, but for instance, a kid with an interest in Sports can't imagine himself piloting a giant robot.
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>>33927662
Maybe "Social Standing" is a stat that goes up or down based on actions, but has a "Default" state at every day? Think of it like Parental Infuence but towards other kids instead.

So getting humiliated or embarassed by talking smack and getting beaten, by being kissed by a girl, by being caught picking your nose, or so on might deplete your social standing for the day, but everyone forgets about it the next day. High-social characters start with a greater pool of social standing in any given day.

You spend social points on social actions - thus giving high-social characters greater influence to wield.

Cheaters spend social influence to get rerolls to their attacks - meaning they're usually low on social points for social encounters because they need to bank their social influence to cheat in battle. If they cheat too much, people will start to get too pissed at them to let them keep cheating.
>>
>>33926167

As far as classes go, would we want to have specialization be a thing? If so, would that be inherent, or would specialization into things like sub-classes happen as characters age?

For example, I could see a general Nerd-type character getting older and either staying a nerd, or perhaps becoming a weaboo-kid or LARP-er or Academic Competition-kid.
>>
>>33927805
Social being a spendable asset sounds like it might work better.
>>33927727
The problem is the Ditz is already a reroll-banker, so the Cheater would basically become a duplicate Ditz, except the Ditz has decent social and the Cheater doesn't.
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>>33927691
That does work pretty well. Are they a Weird Kid subclass, then?
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>>33927989

We need to start drawing lines between Traits and Subclasses. I think Foreign Kid falls squarely in the former.
>>
what If there was a class the specialized in getting weird stuff. like the kid who would get icyhot and rub it on other kids faces.
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>>33928012
If we're talking about them being Paladins, they're probably a subclass.

>>33928021
Pranks might be an Interest, or maybe Prankster is a trait.
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>>33927846
That'd be like prestige classes, and if we're going with the "age=level" concept, could signify the character finding a place in a wider world. Off the top of my head, maybe an athlete could become "Star Athlete", that gives him bonuses to influencing teachers.
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Here /tg/ have some quick drawfaggotry.
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What happens if you run out of Health?

I'm thinking you get a boo-boo, run home to mommy for a bandaid and a kiss to make it all better, and everyone involved in the roughhousing loses some Parental Influence.

The idea is that kids should give up in a fight BEFORE they run out of health and retreat or surrender, because everybody loses if a kid runs home in tears.
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>>33927918
Chester doesn't really sound like a good idea now that we've bounced it around a bit. I vote we cut it.
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>>33928111

>Chester

What the HELL kind of game do you think this is, Anon?
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>>33928111
I dunno. It's difficult mechanically but it fits the setting so well. Everyone knew that fucking kid that had to one-up you when playing pretend.
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>Traits:
>Premature Pervert
A kid who is way too interested in girls when he's too young to actually understand sex. Does not have opposite-gender social penalties, but creeps parents out.
>>
>>33928110
That's perfect. Health hitting zero means things went a little too far and now someone is running home in tears, which no one wants to be held responsible for. Well done anon.
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>>33928110
This could lead to a build where a kid gets butthurt enough to fake having an injury in order to get other kids in trouble.

I think you might could run home with a fake injury, but doing so will ruin your social points for the day.
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>>33927445
That's epic level Kidpunk. That's the special TV movie where they're suddenly facing a very real threat.
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>>33926412
We could have age-specific penalties. Little kids have a higher parental presence, older kids have more responsibilities (chores, schoolwork, etc.). It can be a more complicated choice than stats vs. imagination.
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>>33928326
That's actually a really good idea.
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>>33928180
So maybe there should be like a trait like endurance or maybe toughness which sort of determines an upper limit for kids to run away (Maybe this would be NPC or enemy only).

IE if a kid isn't very tough, he starts making run-away saves way before he hits zero. But if a kid is very tough... he doesn't make run-away saves until he gets closer to zero.

Weak= Making saves against running away at 25/100 health
Tough= making saves against running away at 10/100 health

just a vague example.
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>>33928326
one trait should be artist who doesn't lose as much imagination
>>
https://docs.google.com/document/d/1NNxWS1kiuZuViMDMgtfs5a1A-6AYRx6dhfK6SrwxdBo/edit?usp=sharing

Document now on Google Docs. We'll need to centralize all our ideas into one document, I think, before we clean it up and make it presentable as a prototype.

I apologize for the use of Comic Sans in the image, but it's such a childish font...
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>>33928349
I think it might should be a player decision instead of a mechanically-defined one.

Kids should WANT to stop before someone goes too far, unless they're being reckless.

I think maybe the kid who runs home to mommy loses social points for the day as well as everyone in the fight losing parental influence. That'd be a good way to punish everyone but still have the one who actually hit zero HP lose out the most. What do you think?
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>>33928349
>Macho father
>If kid reaches 0 health points, he/she quickly regains 1 Lp. This ability can only be used once per day. Maybe getting bonuses if the kid's father looks proud of his son/daughter.

...On that topic, maybe "Boyish" as a girls-only trait?
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>>33928349
I think just having "runs home and cries" as the result of hitting zero HP is enough. Tougher kids would just have more HP. The point of running away early is too get out before your character breaks down and cries, thus bringing parents down on everyone.
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>>33928373
List of things needing done:

>intro (what is kidpunk?)
>Base stats (health, imagination etc)
>classes
>traits
>interests
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>>33928396
Oh yeah it should be the players decision when it comes to the player's characters. I was thinking of NPCs and enemies. How do you decide when a non player character runs away? Do you rely on the DM for that sort of thing? or do you make a stat that decides running away for NPCs?
>>
>>33927002
Can we rename Bully into something like Scrapper? I feel like the name kind of gives a false idea that the class is only for unreasonably aggressive characters, when it could just be like #4 from KND who likes fighting, but isn't really a "bully."
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>>33928403
>...On that topic, maybe "Boyish" as a girls-only trait?
Girly or maybe wimpy as a boys-only trait. Tomboy as a girls-only trait.

Either way, they lose standing with their own gender but gain standing with the opposite gender.
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>>33928436
Items?

I could see a list of sample items, though probably more for the purposes of illustration than an exhaustive list, since it seems like the whole point is to use one's imagination.

Maybe item classes instead, like gun (military-interested characters use toy guns, scifi-interested characters use pew pew laser guns, fantasy-interested characters use magic wands, but they all use the same rules mechanically?)
>>
>>33928373
Forgot to mention, it's open to editing. Go ahead.
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>>33928516
How about having prefered weapons like the laser gun toy that your favorite hero uses as primary weapon. Having seen most of his episodes, you are quite adept at using it.
>>
Maybe, in addition to classes, we can have a secondary class; more influential than a trait, but doesn't necessarily affect stats like a class. Cool Kid and Rich Kid could fall under this secondary class. Thoughts?
>>
>>33928569
Does there need to be a rule for Favorite Weapon?

Maybe it's a trait - Favorite Weapon gives you a bonus to one specific weapon but a minus when fighting with any other weapon.
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>>33928595
Or maybe they could just be bundles of traits built around a theme? No bonus mechanically for picking the bundles, just for flavor purposes.
>Rich Parents + Doting Parents = Rich Kid
>>
>>33928516
Yeah there really should be classes of weapon... and whether or not they're real or not.
IE a pretend laser gun uses up imagination. A Red Rider Beebee gun or Beano Slingshot would be a weapon that works with just skills maybe.

same goes for the difference between a wifflebat and a lightsaber toy.
>>
Mechanical idea:

In a fight, you always start with max health. If you retreat from a fight, you must pass a Chase check to successfully retreat without getting chased down. If you surrender, the victorious kid can decide to inflict a wound (imaginary), lowering total health or affecting a certain stat. For example, if you surrender in a fight and your opponent breaks your arm, you spend the rest of the day wearing a sling and can't use any techniques involving that arm.
>>
>>33928595
Could be an interesting way to deal with these things that seem too major to be traits but don't really fit in like a class.
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>>33928647
I think "real" toys like BB guns would be the highest-end toys in that class. It's harder to pretend a BB gun didn't hit you than a pew-pew laser gun built out of a pencil and a paper towel cardboard tube.

So the Rich Kid would gain bonuses from maining high-end equipment.
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>>33928012
Traits shouldn't directly influence the three main stats (strength, intelligence, social).

>>33928762
Doesn't that kind of defeat the whole purpose of the setting, then? If the most powerful weapons aren't actually kidpunk stuff, but stuff that exists in real life?
>>
So question... Are we doing dice generated stats? Or are we going with a point buy system?
I know some stats change depend on age (Imagination vs Static stats like Int Str Cha). With traits and the point buy idea taking negative traits give you more points and taking traits that give you a bonus cost points, but maybe some classes have favored traits that cost less... IE cuties can take ditz for less or Nerds can take tech focused traits for less... But being a Jock who tries to take "Good with computers" the trait would cost more...

Man this sounds convoluted even as I say it.
>>
>>33928803

The thought is that normal kids have to save all week to get that cool BB gun, the rich kid's parents just buy him one immediately. s-stupid rich kids.

Rich kids should specialize in high-end equipment at the downside of... ...something.

>>33928826
I'm thinking all kids start with a default value, and those values go up or down based on class, equipment, traits et cetera. So nerds get a penalty to strength but a bonus to intelligence, and nerdy kids when they level up can choose a subclass and so on.
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>>33928762
>>33928803
Yeah good point. I forgot this was all about pretending so hard its actually real (like KND and EEnE). Its about roleplaying how Childhood felt, not about simulating actual childhood realistically.
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>>33928826
In regards to punishing players for taking traits outside their class's purview: is that for mechanical reasons, or roleplaying reasons? Because I don't see any fluff point in stopping players from building the kind of character they want. Who says jocks can't be into computers?

>>33928864
>>33928867
I don't know. I mean, maybe "real" equipment gets bonuses to accuracy, because it is harder to deny the BB gun hit you when you have a welt forming on your arm, but they certainly shouldn't be more powerful. Which hurts more, a pellet gun, or a Jock throwing a 20-ton boulder at your head?
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>>33928803
>doesn't that kind of defeat the purpose of the setting?
Absolutely not. Think of it this way: It's hard to disbelieve that a BB gun is a real gun, but it's hard to suspend your disbelief that it can be a laser rifle or a sword.

Actual tools and weapons are perfect at being what they are, and absolutely horrible at everything else. That BB gun will forever be a BB gun, while an imaginative kid with some tools can make anything out of a stick and some cardboard.
>>
>>33928928
Hence why I think rich kids specialize in high-end equipment that doesn't require imagination, perhaps at the expense of imagination. It takes no great imagination to pretend a BB gun is a gun.
>>
Does 10 health as a default value sound okay, with attacks doing 1-3 damage on average, or should we go for 100 health with attacks doing tens of damage?
>>
>>33928918
>In regards to punishing players for taking traits outside their class's purview: is that for mechanical reasons, or roleplaying reasons? Because I don't see any fluff point in stopping players from building the kind of character they want. Who says jocks can't be into computers?
Frankly that was me brainstorming. There really should be no reason traits should be exclusive to classes, I was thinking in terms of stereotypes. Nerds streotypically are good with tech. Jocks know sports. But thats counterproductive and sort of against what being a kid with interests is about.
>>
>>33928983
Go for something like 15 or 20 as a base with 10 being the minimum so super-focused nerdy characters can still take 2-3 hits rather than being OHKO'd all the time.
>>
>>33928983
Having a 100 as a baseline sounds a little more flexible. The average attack could do maybe 10-15 damage.
>>
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How about class rep as the law enforcers/Paladins?
>>
If social standing and parental influence are this game's two currencies - the former spent on getting stuff from kids and the latter spent on getting stuff from adults - there should be a way to exchange one for the other.

Perhaps doing chores are how you trade social standing (you lose out when you don't show up to play) for parental influence, while mouthing off and being a smartalec may make you a legend in front of your friends but will piss off your parents.
>>
>>33929080
hall monitors
>>
>>33929104
Okay guys how do we into Hall Monitors?
>>
>>33929080
Hall monitors.

Zero social. Great parent's pet. Great parental influence.
>>
>>33929080
>>33929104
>>33929122
Should those be player-accessible classes, or dedicated enemies? Seen as puppets of the adults and ruiners of fun in the eyes of the other kids.

>>33929102
I like it.
>>
>>33929137
>>33929135
>>33929122
>>33929104
How would hall monitors have any effect on the playground? It makes no sense.
>>
>>33929137
They are the ones who make sure cheaters don't get their way out and they have detect (Cheating).
Also they can pray (read: beg) their deities (read: Adults) for help with tasks.
>>
>>33929188
Oh also they can save their parties asses from raging adults by crafting lies and, since they are in the favor of the gods, they get high modifiers on rolls to bluff adults.
>>
>>33929135
>>33929122
>>33929188
I don't see Hall Monitors fitting into one of the four Classes we have. Maybe they could be a secondary class? >>33928595
>>
>>33929186
Maybe they're better as a dedicated enemy, then, as >>33929137
says.

>>33929188
The paladin class being the one that calls their parents in all the time would be pretty fucking funny.
>>
>>33929236
No, the big question is how are people who are SPECIFICALLY CHILDREN PICKED BY THE TEACHER TO DEFEND THE HALLWAY supposed to have any effect on governing the playground?

If anything, you'd have lunch moms or assistant teachers doing the watching.
>>
-Health
Every kid has a set amount of health. When a kid’s health reaches zero, he gets a boo-boo and runs home crying to Mommy for a band-aid and a kiss to make it all better. Every kid starts with a default of 100 Health.

-Imagination
Ah, imagination. The wonderful ability to make anything become real around you. Imagination is a kid’s ability to visualize and make real any number of wondrous or perilous happenstance. Imagination is a powerful force in a kid’s formative years, something most kids start to grow out of as they age. Few adults can harness the powers of Imagination the way a kid can, and kids spend Imagination points visualizing their fantasies into reality. Every kid has a default of 100 Imagination.
>>
>>33929256
You're reading a little too much into the name of the class. I think the point is to just have a bratty little Quisling who turns other kids in to the adults.
>>
Is something like "Troubled house" good or would that make things grimmer?
>>
>>33929267
I would imagine that health is less actual physical pain tolerance and more the limit a kid has before he gets frustrated and leaves.
>>
>>33929256
have you seen KND? hall monitors were cops for everything
>>
>>33929256
Hall Monitor is just a name, they can have some authority on the playground too. Also, it's more of a mindset than the actual powers given by the teacher; "I got a badge, I'm in charge, I make the rules" type of kid.
>>
>>33929288
Yeah like that one creep from Recess.
>>
>>33929267
-Social Standing
In the tough, kid-eat-kid world out there, social standing is an important currency. Broadly, social standing points are used to influence other kids to do what you want or to agree to your version of imagined events. If you reach zero social standing points, you’re a loser and the other kids don’t want to play with you! Every kid starts with a default of 10 Social Standing Points, which reset every day or at regular intervals at the GM’s discretion - kids are fickle, and today’s embarrassment is quickly forgotten. Social Standing Points can be gained by helping other kids, doing cool things, or smarting off to your parents. Social Standing Points are spent doing chores for Parental Influence or in persuading other kids to do what you want. Since status quo is returned relatively quickly, don’t be afraid to spend Social Standing Points!

My idea for SSPs to constantly reset is that the cool kids should always be able to get more from the uncool kids than vice-versa, that seems both more realistic and more in line with the setting.
>>
>>33929307
>>33929298
>>33929288
And what gives them this authority? Them simply being tattletales is not basis enough to create a whole faction of them.
>>
>>33929294
Sounds a little grim for a trait. At MOST there might be a Parental Neglect trait in which parental influence is both gained and lost slower because of parents that don't give a shit - meaning you're less likely to get grounded, but also less likely to be able to buy toys.
>>
>>33929295
It could be both. It's the representation of how long a kid is willing to keep playing, whether they get frustrated that everyone's ganging up on them, or they get a scrape and want to go home.

>>33929324
I still vote for them being dedicated enemies. It's never a good idea to give a character authority over the party unless everyone agrees to it.
>>
>>33929324
Force of will fueled by the delusion that they ought to have authority.
>>
>>33926860
no. inventions explicitly are real and have realworld interaction.

Would be hilarious if it weren't though with Candace being just young enough to see the imagination stuff but too old to not be a part.
>>
>>33929352
Even that's a bit much. Maybe Busy Parents- parents are too preoccupied with whatever adults do all day, barely have time for their kids.
>>
>Aspie
>Social Standing and Parental Influence are both invisible to the player and tracked by the GM in secret, leading to a character who is never quite sure where he stands in relation to everyone.

Picture living in fear that ANY loss of Parental Influence might leave you Grounded and never being sure if kids will do what you want them to do or tell you to fuck off.
>>
>>33929324
well to be quite honest with you.
the thing that gives them the power is the setting. it all imaginary
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>>33929324
I think we're looking a little too much into this buddy. I mean, we're running off stick of truth logic and perception. There were hall monitors as a class of enemy for a mission in the game. Do they have that authority in real life? No, but in a kid world where just being part of a faction could be excuse to act like some goostepping officer of a teaching policestate. We're aiming for KND style over-the-topness.
>>
>>33929383
You're right, that sounds better. Busy Parents as a trait it is!
>>
>>33929390
>it all imaginary
Ambiguously imaginary. This might be make believe, or it might just be an exaggerated hyper-reality where there really are evil adults that hate kids irrationally.
>>
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Doodlefag dropping off some quickie logo concepts.

I'm always a fan of doing the visual componant more than anything else for these type of things. What do you guys think?
Go with some kind of wet ink brush look? Or go for markers or colored pencil style? Also included a typeface I made in my spare time... Please note its pretty shit.
>>
>>33929427
I like the top center one.
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>>33929427
I like the wet ink brush look, personally. The upper left one looks good to me.
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>>33927364
Did he have a thing for fatties?
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>>33929427
>>33928072
>>
>Special Kid (Uses high Imagination to replicate feats of STR classes, low INT and Social)
I thought Special Kid could replicate INT stuff too, on a limited scale? The Idiot Savant type of thing.
>>
>>33929483
I think that might make them way too powerful. Maybe they're imperfect - they have to roll against a check to perform either a STR or an INT feat?

Because I do like the idea of, for example, Ed occasionally saying something really smart and then reverting to a total dumbass. I just don't want Special Kid to end up being both smart and strong simultaneously.
>>
For the "optional quotes," I think we should write them from the perspective of a kid showing the new kid around.
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>>33929515
Maybe you can specialize in one or the other? Retard Strength build vs. Idiot Savant build.
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>>33929521
How about maybe an old man retelling his memories of past adventures?
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>>33929537
That could be pretty cool, too. Have any ideas?
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>>33926729
Bullshit, they don't remain quiet but make "pew pewpsshhh kabooom" noises real quiet. Own experience
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>>33929471
Looking good. I still like the brushstroke logos better, but eh.
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>>33929521
>"You gotta watch yourself out here, new kid. It's a rough playground. Dodgeballers, snooty ballerinas, even the trading card gamers... they don't like being messed with. Watch your step until you can figure out your own place."
>>
I think the Rich Kid should have higher Social Standing due to getting cooler stuff, but has lower Parental Influence because the parents have to work more for money

The Poor Kid would be inverted, having lower Social Standing from having worse toys and clothes and the like, but would have more parental influence from the parents trying to make sure their kid's life isn't too bad
>>
>>33927609
>Might need a mechanic to make sure the cheater doesn't win every possible encounter - maybe other characters in a fight can call "Nuh uh!" if it's used too often, leading to a fistfight that the Cheater will probably lose?

If I was going to do it this would be a universal rule....anyone can call 'nuh-uh' at any point but some classes have 'Uh-huh totally' which would kinda work like Bennys/Special points
>>
>>33929649
>Yeah-huh!
>Nuh-uh!
>Yeah-huh!
>Nuh-uh!
We need to make sure there is a mechanical way to make this happen between sufficiently stubborn kids.

Maybe a "nuh-uh" and a "yeah-huh" both cost a social standing point each use?
>>
What's the basic way of the character creation? Currently I hear a lot about classes AND traits, but no talk about how many traits you can get. Do people get trait points to spend? Do we get a set amounts? Are they affected by your class? I personally don't like a level up system and would prefer an XP for new traits/skills. It feels like the current idea is close to a kid version of DnD's class/level-up with getting traits as feats.
>>
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>>33929620
As the artist i agree with you. I think i like the Pencil looking thing for the system as a whole but a monocolored brushstrokey one for printing on things like rule sheets or chapters. A solid black and white thing, works better smaller.

Here have some more drawfaggotry for your trouble.

Might post a lineart version for other people with more time to color in.
>>
>>33926987
Hey, Nightlight happened and has been a huge success. /tg/ has a spotty record, but it DOES have some wins to its losses.
>>
>>33929721
True.
I guess I'm just speaking out of hurt since I actually filled out a charactersheet for it and did so much logo stuff for it, and was really enthusiastic for a Giant Robot system.
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>>33926987
We at least have a Google Docs now - I think we've reached the point where its success or failure is largely dependent on how much effort we put into it right now and in the next few days to make it complete, balanced, and playable.

It's too early to talk playtesting, but just so we have a headcount, are there people here who are interested in playtesting in maybe a week's time or so?
>>
I'm thinking chores and mouthing off are a way to translate SSPs to PIPs and back, but it should be done at a loss (maybe you spend 3 of one to gain 2 of the other, or something) to discourage banking on one or the other.
>>
>>33929689
I like this. It then becomes a contest of who has the most friends to back them up and who is willing to be more annoying to others to get what they want.

>>33929704
Well, the way I see it, every character starts with the exact same baseline stats. 100 health, 100 imagination, x social standing, x parental influence, x strength, etc. Classes, traits, interests, age, and maybe secondary classes affect these stats.

I don't like the idea of character levels for this kind of game, it's too linear. XP gained from encounters, with traits having different costs depending on how good they are, seems like a good way to do it. Some things might cause problems, though, like how one would suddenly gain the Rich Kid trait. I mean, not totally inconceivable, but there might have to be a few traits that can only be taken at character creation, like Younger/Older sibling.
>>
>>33929778
If I am available, you can count me in. Currently perusing the doc, trying to think of anything that might help refine anything.
>>
fucking gay
>>
>>33929817
Yeah, and there should be a set amount you can transfer per week (there seem to be a few mechanics so far that operate on a weekly basis; we should consider this standard) that can be increased by way of traits (Rebel for PIP > SSP, Kissup for SSP > PIP, something like that)
>>
>>33929823
There might be secondary classes, which you start with, like Foreign Kid or Rich Kid, which removes stuff you couldn't really suddenly become.

I think there might be special rules for siblings, too.
>>
>>33929884
Are secondary classes a go, then? We should establish that now, before we get too far in to add them.
>>
>>33929622
>Character Stats Quote
"It doesn't matter as much WHO you are as much as it matters what you can do." - Thad Jones III
>>
-Parental Influence
The other important currency all kids deal in is parental influence. Parental Influence Points are used to influence your parents to let you do what you want to do, or overlook some skirting of the rules. If you reach zero Parental Influence Points, you’re grounded and lose all your Social Standing Points and all your toys! Parental Influence is an important currency for getting all the cool toys - since you have no money, you have to beg your parents to buy all your toys for you. Parental Influence Points do not reset. Every kid starts with a default of 10 Parental Influence Points, which can be gained by doing well in school or doing your chores. Don’t spend Parental Influence Points lightly - you never know when you might get in trouble and need to avoid being grounded!

>>33929817
Since PIPs are permanent but SSPs are quickly reset, this would be needed to prevent "banking" social standing in parental standing.

>>33929919
yes. I think everyone has a primary class (jock, nerd, whatever) and a secondary class (rich kid, foreign kid, poor kid, busy parents, et cetera) at start.
>>
>>33929778
I'd try it. It'd be my first go playing over /tg/ and it might not work out time wise, but if I can I will.
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>>33929778
As the resident artfag for this thing I'd love to be involved. I guess my problem is, I'm not much of a crunch development kind of guy. I can fill out a character sheet and i can brainstorm stats and ideas, I'm just not crunch inclined.

Also is this open invitation to start namefagging? Its something i usually avoid.
>>
>>33929981
Better not unless you want to attract the shitposters.
>>
>>33929952
Is Busy Parents really secondary class worthy, though? That's the kind of thing that could stay a trait; gaining it could be handwaved by your parents getting a new job.

>>33929981
Go for it. Seems like we have a small group of people that are working on this, so I don't think anyone will mind. I'll take up a name if other people do.
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>>33929981
You can namefag if you want. I will when it comes to actually organizing a game - which I think it's too early to talk about, we need to create a coherent system before we talk about playing it.

You might want to be ready to design a character sheet for us.
>>
>>33929981
Maybe until the more exact mechanical details are worked out, just try sketching up character classes, like the fellow with the wooden sword up above. Maybe try illustrating what various class/sub-class combos look like.
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>>33930004
>gaining it
By that logic you could gain Rich Parents by your characters getting a new job. My thought is that Traits are things kids might effect for themselves. Nosepicker as a trait (or a vice, rather) is something a kid could just start doing, but a kid isn't in control of his parents' jobs.

Maybe this is a good metric:
If it's within the kid's power to effect, it's a trait. If it's out of the kid's hands, it's a secondary class.
>>
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I'm probably going to run a campaign of this in FATE, but I can't really think of a story for this genre. I don't want to make it the kids versus the adults because that's way too KND. I don't really know what to do.

Anyone mind lending a brain?
>>
>>33929778
I could do ir depending on how we did it

if we did it over skype the hell yeah I am in
>>
>>33929947
>Traits Quote
"We all have things that set us apart. Some good, some bad. I just wish my older brother would stop picking on me." - Cody "Cheat Codes" Willakers
>>
>>33930035
This is a good idea. Make the document look nice and professional with some sketches of the classes.
>>
>>33930054
kids vs other kids is another good plan.
Slice of Life that shit.
>>
>>33930038
I like that. Main class defines the kid itself (nerd, athlete, cutie, etc) while the sub-class represents their environment, and how that effects them, shown by modifying the base class (foreign, rich, etc).
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>>33930038
Fair point. But wouldn't that also make Younger/Older Sibling a secondary class?

We also need a shorter term for secondary class; maybe something like Reputation? How the other kids identify you; "Oh, look, the rich kid has another toy. Big surprise." or "Oh, that's just Tony's little brother being a brat again."
>>
>>33930054
Maybe watch some KND or EE&E to get ideas for a story?

When we do playtest it, we'll need a GM. It should be a simple plot, but one that tests all the elements - chances to influence socially, several combat encounters, et cetera.
>>
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>>33929778
Can I into too?
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>>33930113
Reputation is a decent idea for secondary classes, however, it might get confusing for socialmancers who think reputation is something they can control.

>>33930113
We might just have special rules for siblings. For example, I like the "Nobody Picks On My Brother/Sister But ME!" rule.
>>
>>33929778
I'm up for it if it'll be done over Skype.

Is this a miniatures game, by the way? Or (appropriately enough) mostly imagination based?
>>
>>33930152
I'm thinking imagination-based. Especially if we're playing online.
>>
>>33929823
That's close to what I thought.

Another thing in the level up idea is that you decide when "school starts" or you have a different type of possible down-type that ages you another year, but gives you time to customize and alter your character? So you remain mostly the same but sometime EVERYONE goes through an aging phase and might be someone else, or just the same.
>>
>>33927558

Jocks(All get bonus to imagination used for physical activities)
>Athlete(Basic jock class, just gets a higher physical mod)
>Bully(Can uses imagination to intimidate)

Nerds(All get bonus to imagination used for intellectual activities)
>Geek(Basic nerd class, gets higher mod)
>Tinker(Higher mod to technology, both building and tampering)
>Know-it-all(Higher mod to knowledges, real facts or created)

Cutie(All get bonus to imagination used for social activities)
>Princess(Basic cutie class, gets higher mod)
>Ditz(Crits, rolls multiple times and takes higher to simulate lucky guesses and perfectly timed brainlessness)
>Pet/Tattler(Higher rolls towards adult interaction. Uses adult intervention to get what they want.)

Cool Kid (All get bonus to imagination use in all areas, but less than specialists.)
>Leader(Can replenish health and imagination points of others through charisma. His presence makes people want to give their best)
>Lone Wolf(He doesn't need other people. Slow replenishing of health and imagination to himself. Not much to do with it other than the generic everybody uses though)


Weirdos (Stats of their own are lower than normal, except for imagination, which is higher.)
>The Special(Spends imagination points to simulating higher scores. Can do amazing feats, but is most of the time useless.)
>Imaginary Best Friend(Plank, Tibbers, a JoJo stand, you get the idea)
>Dreamer(A spellcaster of sorts, in the broadest sense of the word. While everybody is punching like superman, or building robot suits, this is the guy that suddenly declares that the floor is lava and everybody has to start scrambling. If you've ever watched Clarence, that guy.)
>Cheat(Spends points to outright cancel powers of others. The Great "Nuh-uh. You didn't!")


Any power use can be oneupped by spending 2 the amount of imagination spent by the person being one upped. 1.5 if it is an area of your expertise.
>>
>>33930113
>>33930147
I think this guy >>33930038 has a good idea. Secondary Class could be the kid's environment.
>>
wow. /tg/s really fallen a long way huh
>>
>>33930113
I'm not sure if Sibling would be fair as a secondary class, especially if another player is playing the sibling. But then, if siblings do give advantages, maybe it'd be fair enough.
>>
>>33930177
>>Cheat(Spends points to outright cancel powers of others. The Great "Nuh-uh. You didn't!")
I'm thinking maybe "Nuh uh!" and "Yeah huh!" are powers everyone has. Cheaters spend both imagination and SSPs to one-up others. It means Cheaters can win if they really put their mind to a fight, but it also means kids are going to like them less because they'll be spending SSPs.
>>
I was going to suggest another weird kid class problem is that I can see only the worst PCs wanting to play it....

>Bad kid
Bad home, No money, not social, not strong, low parental points but likes to sit in the corner burning things, killing small animals, think of him like some kind of Necromancer/shaman he just makes everyone else scared of him.

The other Social Class which I know will only interest the worst kind of PC's...

>The Class clown

Buffs up everyone else like a bard by telling poop jokes, high social low PiP due to getting in trouble all the time
>>
>>33930177
>>Imaginary Best Friend(Plank, Tibbers, a JoJo stand, you get the idea)
Hmm -if dreamers are the casters instead, then we could have imaginary friends be its own class - like summoner - rather than something everyone might have. And I do like your interpretation of dreamers.

>The dreamer suddenly declared the floor to be lava! Everyone rolls to jump for the nearest cover!
>>
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>>33930189
I don't know what you mean by that.
The most traditional of all games are the ones that are made of nothing but imagination. If we happen to like something in that realm enough to attempt making rules for it, then we are doing nothing stranger than the gamers that came before us.
>>
>>33930001
>>33930004
Yeah I'll avoid namefagging for now.

>>33930012
Yeah I can give that a try once we finalize how stats work and whatnot... Might not hurt to have someone do a Excel document that i can spice up and beautify. Again I can give that a shot too if worst comes to worst.

>>33930035
Okay sure thing. I'm doing a doodle of a Bully-type Jock right now. Tempted to try some Nerd Princesses or something else too.
>>
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>>33930096
This sounds really good. I just need to find out how much imagination is going to play into my session.

>>33930118
I think kids vs kids would work well. I'm just nervous because I've never GM'd anything like this.
>>
>>33930250
Sounds 2edgy4me.

We might have Class Clown to offset Parent's Pet though - basically Parent's Pet specializes in PIPs and Class Clown specializes in SSPs. Maybe these two classes get a bonus when trading their counterindicated social points for their preferred social points.
>>
>>33930189
You...
You really don't know how Tabletops work, right?
>>
>>33930250
I like the idea of Class Clown, but Bad Home is a bit too real for what we're trying to do with this. We already decided that Busy Parents is as far into "abusive living situation" as we want to get.
>>
>>33930279
Kid vs kids sounds much better.

This raises a question for everyone else though: What is the typical party composition expected to be? Is there pvp or is it mostly pve?
>>
Re: bad home, abusive parents etc:

The point is that kids are imagining all this. Kids don't really imagine the realities of parental abuse. At most, they dream of an idealized world where they have no parents present (yet always still have food and a house and so on) so that's where the limit should be.
>>
>>33930262
>The dreamer suddenly declared the floor to be lava! Everyone rolls to jump for the nearest cover!
>>33930177
>Dreamer(A spellcaster of sorts, in the broadest sense of the word. While everybody is punching like superman, or building robot suits, this is the guy that suddenly declares that the floor is lava and everybody has to start scrambling. If you've ever watched Clarence, that guy.)
This is goddamn brilliant.
>>
>>33930250
But not every kid goes around yellin Nu-uh
It takes special kind of brat to tell others that they didn't actually do what they just did.

What kids DO do is one up each other. I'm the strongest. No I'm stronger than you. Repeat until one kid runs out of infinity+X's to add.

Or I shot at you with my laser!
Kid jumps to get out of the way, but it probably hit
I hit you!
No you didn't I jumped out of the way (spends twice the amount the other kid did to laservision him as he is one upping kid1's ability to hit with his own ability to jump out of the way)
>>
>>33930286
There's a higher law than how tabletops work. The law of how the internet works. And rule #1 is:

Don't feed the troll.

>>33930323
I love it. Dreamer sounds like a great class for just metaphorically flipping the table in mid-fight and see who lands on their feet. Of course, they shouldn't be a neutral attacks-everyone class obviously, so perhaps they tell their own team first, giving them a bonus in their roll to avoid the lava.
>>
>>33930177
>Dreamer is the geomancer
I can dig it
>>
>>33930300
I think pvp with some enemy-specific classes (Hall Monitor was brought up earlier). There should be some special bosses that are strong enough for a whole party to go toe-to-toe with (most of the villains from KND, for example), but most encounters should be based around party-vs.party (cliques on the playground having a fight)
>>
>>33930300
I'd keep the players all in the same party, really simulate the "close circule of friends" feeling. Unless you've got enough players to run two rival parties against each other.

Other kid enemies should be little factions the party ends up opposed to. Hall monitors, maybe a rival sports team, a group of snowball fighters, or a real group of delightful adult wannabes.
>>
I'm thinking stuff like cool kids should be more of a Faction, like another anon posted, probably temporary one, but a faction none the less. And Factions should influence playstyle, like a jock that hangs out with the Geeks faction will most likely become a Fantasy Geek.
>>
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>>33930385
Or goth kids.

Speaking of which, Goth should be a suggested interest as well.
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>>33930375
hall monitor is Tattler/Pet

See here, a list from the old thread with the addition of the weirdos.
>>33930177
>>
If they are going to be the spellcaster equivalent, we can have different "schools" of dreamer. Maybe the Imaginary Friendmancer can be a school of Dreamer, rather than its own thing.
>>
>>33930300
I think it should depend

if I want. a session of me vs enemies with all my buddies on my side that's hella. if I want something f else where the 4th and 1st graders go to war and the party splits on it, that to could be hella
>>
>>33930399
Building off of that, what should be factions and what should be classes? Also considering a GM would have a party, would they all be in the same faction? Sorta like this anon said>>33930385
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>>33930408
how many Goths you see at age 9?

Naw, they're lone wolfs or such at that age.
They become goth in their teens.

This is a schoolkids thing not a highschool thing.
>>
>>33930399
Not sure if we need factions defined by the rulebook.
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>>33930375
Yeah, but the specific Hall Monitor kids, the ones that actually work for the adults rather than using them for their own ends, should be enemy-only.
>>
Did some doodles. Might re-do the Princess into something more unified. Otherwise I think the Rough art and clean lines might be a good look for classes and things.
>>
>>33930433
Well, to play devil's advocate, the pic of mine, they're in the fourth grade.

I guess it is a little dull for ages 5-12 though.
>>
>>33930433
Preteens/Early Teens might be fair game. Just look at EE&E.
>>
It occurs to me that Victory System might actually be a really good place to start building this in.

The Risk point system reminds me a lot of the imagination points we're talking about.
>>
>>33930447
>Otherwise I think the Rough art and clean lines might be a good look for classes and things.
I agree. It has a great whimsical look to it. It looks like a doodle I'd expect to see in the margins of a math notebook and that's exactly what it should look like.
>>
>>33926604
>Adults are like 40k's Blanks to Kid's Imagination powers, and are completely oblivious to this.
Yesssss.
YEEEEESSSSSS!
>>
>>33930433
Goth could be an interest, rather than a class. Paints all their powers with dark, "deep" imagery. Doesn't have a sword, has a Blood Sword.
>>
>>33930478
>4edgy8me: the trait.

Yeah, that works.
>>
I'm writing secondary stats right now.

I think Strength, Intelligence, and Social are the three stats that checks are rolled against. How should this work, precisely? And this also raises another question - are we using d6s, d20s, dAnythings?
>>
>>33930408
As for this I think there should be some cannon Interests,,,In-world stuff the kids are pretending to be for some examples thinly veiled Star-treks and Lord of the Ring parodies that players can take as a favored class and as mentioned before folks playing different interests have bonuses to counter it.
>>
>>33930399
>>33930431
>>33930436
That's getting too complicated. We already have classes, secondary classes, traits, and interests, two types of currency, a health pool and a mana pool, plus three main stats. No need to add more things for the player to keep track of.
>>
>>33930495
This brings another good point : in-human Races.
Let's be fair here, who here imagined himself as a robot/dinosaur when you were kids?
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>>33930447
Looking good, artfriend.
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>>33930493
The point is to make the Interests feel like things kids would be interested in. Goth fits that - because a lot of kids around that age ARE edgemasters. Hell, we look at edginess as being childish for that exact reason.

>>33930495
I think Interests are something a player can make up for their own character with GM approval. So a player might say, "My dad's a fighter pilot, my interest is in the Air Force specifically." and can translate all his toys and attacks into air force imagery like piloting a fighter jet instead of a mech or so on.

>>33930510
Agreed, factions don't need mechanics. They can still be run by the GM perfectly well.
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>>33930478
I dunno there's always the kid that likes dark things. I loved skulls a lot (Still do), dressed as a queen alien for halloween, play the badguys in pretend games. But then again kids do trivialize dark things and death though, always calling pokemon fainting as "aw man my pikawhat died".
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>>33930420
I know very few kids with more than one imaginary friend.

Quite a lot of kids have imaginary friends.

But very few of them are that imaginary friend their best and potentially only real friend in the world.

This is not a summoner. This is not a -mancer. This is Jimmy and Plank from Ed Edd and Eddy. Rudy and Snap from ChalkZone. DeeDee and Koosalagoosagoop (she multiclassed into Princess as well)

Summoning would be Dreamer.

But dedicated, one single best friend in the world who is imaginary is not a dreamer.
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>>33930510
Yeah, I was thinking factions as an enemy thing. Have a template for the faction allowing the DM to quickly stat up enemies, and providing a theme to whoever is opposing the party.
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>>33930543
Exactly. I think Kidpunk feels a lot like a lighthearted parody of childish behavior.

Being a grimdark edgemaster is totally childish behavior.

>Goth kid launches an attack
>I USE THE SOUL-SUCKING BLACK MIASMA SKULL OF DOOM!
>roll
>um, it does 10 damage, okay?

The point of Interests is to flavor the use of the base mechanics - the base mechanics themselves don't change regardless of what your Interests are.

Speaking of Interests, should we be limited to only one? Or maybe to a maximum of two? Few kids ever truly have just one interest, so I was thinking two might offer more variety.
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>>33930420
Dreamer and Imaginary Best Friend are both schools of Weird Kid.

We don't need sub-sub-classes.
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>>33930085
>Vices Quote
"You might want to slow down. I've seen many a kid get in trouble over things like eating "too much" candy, or asking for "five more minutes" too many times... Say, do you have any gum?" - "Chewin'" Chaz Smith
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>>33930521
>This brings another good point : in-human Races.
>Let's be fair here, who here imagined himself as a robot/dinosaur when you were kids?
I think that could be a subschool of Weird Kid. You start off with one alternate form, can spend XP to get others.

>>33930543
>>33930581
Yeah, but being goth doesn't fall within Jock/Nerd/Cutie, and, while certainly very indicative of "weird kid," it doesn't necessarily require a lot of imagination like the Weird Kid class requires. I think it should totally be in the game, but as a trait or interest, not class.

>>33930580
Ah, a DM tool. Right on. But let's hammer out the player side of things first.
>>
We have a lot of Weird Kid subclasses, but only two for Jock. Can we think of any more?

>>33930601
Fair point.
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>>33930626
>Yeah, but being goth doesn't fall within Jock/Nerd/Cutie, and, while certainly very indicative of "weird kid," it doesn't necessarily require a lot of imagination like the Weird Kid class requires. I think it should totally be in the game, but as a trait or interest, not class.
Goth isn't a class. I'd call it a valid Interest, nothing more than that. Interests don't have mechanics, they just "flavor" the use of mechanics.
>>
>>33930521
I'd say that's an Interest. Think
>Interest: Dinosaurs
>Pretends to be a dinosaur. Melee attack is a bite or a dinosaur paw-swipe. Only communicates in growls and roars that must be "translated." perhaps by a Nerd.
>>
Every kid has a 'class' (what they pretend to be) and a 'race' (what they actually are)

Base stats like health and imagination (works like mana?), and attributes like sports (physical stuff), science/math (smart stuff), arts (expressive stuff), etc are determined by what you are (nerd/jock/prep/creep)

These base stats are modified as long as you're spending imagination to use your class and you also get access to unique abilities based on that class.

maybe? i dunno really, just tossing this out there.
>>
After we work on the crunch, we should totally come up with in-universe examples for all the interests. Not Star Trek, Not Lord of the Rings, fake athletes or sports teams, that kind of thing

>>33930697
We don't need more core mechanics, what we have now is enough. I think this guy has the right idea >>33930677
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>>33930697
>Race
Would be prefect for the Intrest section
Hes a Hero, shes a princess
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>>33930626
Most of them I know always swapped forms a bunch, not stayed with one thing.
Nor would they always turn into things, sometimes they'd do completely different stuff.

So I'd say that would fit more under dreamer as a pure reality warper sort of thing than its own class.

A kid that wants to be a dog every time he plays is probably a little scarred, and a soon to be furry.

>>33930656
if they have no mechanical connection, and are purely flavor, why are we designing it? Flavor stuff is a thing best left to the DM/Player Group
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>>33929615
It took me years to get rid of that habit. I think I still lapse into it every once in a while.
>>
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>>33930643
Well we got sports jock and bully jock. What would be the term for the kind of kid that just runs through the forest or does rowdy things? You know like Johnny or Ed, Or Sumo from Clarence? Hell what about kids that are just straight up busy bodies, or hard workers like Rolf? If Jock is our generic term for Strength Based classes I agree we need either more classes for jocks... or less for others.
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>>33930735
>if they have no mechanical connection, and are purely flavor, why are we designing it? Flavor stuff is a thing best left to the DM/Player Group
It's good to provide a stock setting, especially for a setting as unusual as this. But even so, it's the kind of thing that we should focus on after we get the crunch.
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>>33930697
Yeah, we've hit the limit of how many mechanics we can have before it's just over-mechanic'd.

Classes are what they are in the eyes of other kids, based on their skillsets and behavior. Interests are what they pretend to be, based on their own interests.

>>33930735
>if they have no mechanical connection, and are purely flavor, why are we designing it? Flavor stuff is a thing best left to the DM/Player Group
Oh, we're just putting Interests in as something all kids are supposed to have. Otherwise you're just playing with bare mechanics. The reason Interests are there is to provide the mechanics a framework for translating disparate players (how do you make a fantasy elf, a trekkie, and a giant robot work on screen together? kind of thing)
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>>33930753
How about troublemakers? Think barbarians!
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>>33930765
>Yeah, we've hit the limit of how many mechanics we can have before it's just over-mechanic'd.
>Classes are what they are in the eyes of other kids, based on their skillsets and behavior. Interests are what they pretend to be, based on their own interests.

We could toss race/intrest into secondary
>>
I think the Interests page should be nothing but an explanation as to how to use Interests (use them to flavor your attacks over a common framework, like we might just have a "melee - heavy" and it's up to you to decide what a melee-heavy attack is if your Interest is, say, Military.
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>>33930753
How about just Rowdy? Like with jocks their deal could be physical toughness and strength but unlike jocks they focus on more "unrestrained" strength and toughness derived from just doing potentially dangerous, daredevil shit instead of exercise and sports?
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>>33930789
Troublemakers could also cover stuff like "that kid that plays with lighters."

I like it - let's make it a third STR class.

>>33930794
Ack, cut off the rest of muh post. What I meant to say is, nothing but an explanation as to how to use Interests, and a list of sample Interests. They should be generic most of the time - say "anime" instead of "Dragon Ball Z" for example, although a player is free to make his character a parody of a DBZ-obsessed kid by taking Anime Interest plus a Jock archetype if he wants.
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>>33930790
Race/interest should be fluff, except for Dreamer spells that transform you. Secondary is for things outside the control of the kid (Rich Parents, Foreign Kid, that kind of thing).
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>>33930753
Ed is actually a Special, and was the one to give us the concept.

While normally an imbecile and not seemingly ripped, he occasionally spouts vast wisdom or lifts houses, simply because he doesn't know he can't.
He uses imagination to fake scores.

He also dipped Dreamer (see junkyard episode)

Johnny and Plank are a Best Imaginary Friend couple.

But I see what you mean about Sumo. I'll have to think about that.


Rolf doesn't actually... play. ll he does ids work. So.. I don't think he'd even be a player character.
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>>33930794
>I think the Interests page should be nothing but an explanation as to how to use Interests
Some stock examples might be useful, especially if we're crafting a stock setting, but it's the kind of thing that should wait for post-playtesting.

>>33930821
>>33930789
Good. I like Rowdy better than Troublemaker, since Troublemaker implies a bit of rule-breaking that might not actually be part of the character.

Also, maybe Acrobat? Ballerinas or gymnists, focus on nimble dodging and aimed hits at the expense of powerful hits.
>>
>>33930833
>>33930864
sumo is troublemaker?
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>>33930735
Like this guy said, I like the idea of a dreamer being more into reality warping than just summoning.
>>
Added troublemaker and Rowdy
>Troublemakers (High-STR, low social, +10 health each level )
>Rowdy (High-STR, -1 damage point per level, low-INT)
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>>33930896
What about the kid that imagines up a shitload of backup all the time? The "And now I'm calling my army of dinosaurs to come and kill you" kind of kid, not the one with just one dedicated imaginary friend.

Sounds like it could just be a spell the Dreamer has, rather than making up a whole new subclass for it, since Weird Kid has enough subclasses as is.
>>
So what did we decide on regarding Age?

Are we going with imagination-vs-stats?

How's this for a baseline, then, assuming ages 5 to 11?

5: +60 Imagination Points, -3 Stats
6: +40 Imagination Points, -2 Stats
7: +20 Imagination Points, -1 Stats
8: Even
9: -20 Imagination Points, +1 Stats
10: -40 Imagination Points, +2 Stats
11: -60 Imagination Points, +3 Stats

This is just spitballing, I don't know if those specific numbers are balanced or what. Balance isn't really the point right now, just that the mechanics make a little sense.
>>
>>33930877
Sumo might be Interest: Wrestling plus Class: Jock (Athletic or Rowdy) perhaps.

Sumo is too specific to be anything other than an Interest. The classes are, think, archetypes.
>>
>>33930922
I don't think this system is level-based, though.

>>33930924
That's what playtest is for. Also, age affects a few other things to make it more than just a "pick one extreme or the other for your build" >>33928326
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>>33930877
He's definitely rowdy.
Plus he's done some generally trouble makery things in episodes. Disdain for buddystars, getting in detention and not doing the "What are you doing with your life" worksheet. But again... he's more rowdy.
>>
>>33930923
That sounds more like the Cheater.
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>>33930948
I thought age was levels.
>>
>>33930948
So we might say younger kids get PIPs easier and older kids get SSPs easier?

>>33930975
I don't think people really liked that idea. To be fair, age-as-levels doesn't make a great deal of sense, these are supposed to be individual games of pretend, not years and years.
>>
>>33930948
11 and 5 could add size modifiers. Like going up or down a size category in DnD or something. Like 11 year olds can be too big for things and 5 year olds can be too small
>>
I'm going to change the class we have as "Bully" into scrapper; focused on damage, good in a fight.

I'm thinking "Bully" will be the pure tank character, big kid, lots of health, "aggros" enemies with taunts (maybe a system similar to 4e marking?), can deal damage but generally relies on flunkies to do the heavy lifting, mostly just intimidates with his raw size.

>>33930989
That's my thinking.
>>
>>33930943
I don't know, lots of kids are total spazzes
>>
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Here are two nerd concept doodles. Feel a bit better about Mad Science Nerd on the left one than Doctor Ninja Nerd On the right. Though i do like Doctor Ninja Nerd's bodyshape better. Might re-attempt later.
>>
>>33930923

as the guy that created Dreamer as a class this was my thoughts
>>33930573
>>
>>33930998
Size sounds like a mechanic we don't really need.

I think being older gives you better strength - a five year old can't really outmuscle an eleven year old, after all.

Maybe age plays into combat checks? For example, if you roll a strength check vs. a character more than...oh...two years older than you, you get a penalty per year. So a 5 year old taking on an 11 year old in a strength check would face a -4 STR. Just like a girl.
>>
>>33930943
sumo is a character he was asking about not the sport.
>>
>>33931021
I like the fat nerd.

>>33931040
Oh.
>>
>>33931029
Sounds good. Size as a mechanic is something we don't need, especially since we'd need more than just small/medium/large to show the actual size difference between a 11-year-old bully and a 5-year-old nerd.
>>
>>33931029
I was thinking the size would be used to keep people from sticking to either side of the age range for minmax purposes.
>>
>>33931058
It's a good sentiment, but we should come up with deterrents within the rules we have already rather than adding more on. The SSP vs. PIP thing mentioned earlier, for instance.
>>
>>33929379
Doesn't Dexter's stuff have realworld interaction too? I'm not 100% sure, but at the very least he's considered a genius in the real world.
>>
>>33931044
Same. I think he definitely has more character... just wish he looked more... kidpunky, I think i might blend the two into one. Mad scientist fat nerd. Or is that too generic?
>>
How do checks work?

If we're rolling a d20, I'm thinking 10 might be the default check - an even chance of failure or success.

Are we using d20s? Does anyone have a preference? I only suggest d20s because 10 as a default for stats is a nice round number.

I think stats are used for checks - Strength, for example, let's say your STR is 10 and you make a melee attack on another character. What happens? Do you roll a d20 and hit on an 11 or higher? So if you have an STR of 12 you hit on a 9 or higher? Is damage static or does it depend on your STR?
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>>33926813
He doesn't die in the fridge. He killed things in the fridge, then the mosquito-leeches grew out of the bones of the animals he had killed in it and attacked him.

Then Pennywise drug him off into the dark.

Also he gave that one asshole kid a handjob and offered to suck his dick. Fucking autists.
>>
>>33931105
He is. He went to college and everything. I think dexter's stuff is real.

So maybe a class that doesn't rely on imagination but actual skills. It can effect adults but (like Dexter's Laboratory) it is very susceptible to imagination based attacks (like Dee Dee's dancing)
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>>33931122
There's a difference between generic and a stylized stereotype. We want archetypes, we want stereotypes, as long as they look good.

>>33931105
The show zigzags on this a lot. There's a lot of negative continuity. I think he actually is a genius for his age, but in the "effortlessly gets a 100 in 4th grade math" genius sense, not the "can study nuclear physics in the 4th grade" sense.
>>
>>33931105
the curtain isn't ever peeled back in dexter so it's hard to tell what's real and what's fake.

for instance, the example of the mechanical arm in the truckstop in the last thread.
>>
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Guy doing this in FATE here.

So, I have my concept of kids vs kids from another neighborhood, but I'm trying to think of how I'm going to handle enemies for the party. I don't want it to be like the enemy kids have endless hordes of other kids for them to fight, but otherwise, I don't know who they'd face off with. I want the enemy BBEG kids to be like the main party with imagination powers and crazy concepts like a kid who thinks he's a cyborg, and a kid who loves pirates, but I don't think they could just constantly square off with each other. My other thought was making the enemy kids a group of kids from a rich neighborhood, and they'd have more toys and creations than imagination. So, the main group would be facing off with their toy robots and advanced kid engineering.

What do?
>>
>>33931105
Yeah, that's why we're focusing more on EEnE and KND. Phineas and Ferb and Dexter's Lab are half-examples.

>>33931126
I actually think d6 might work better, it seems easier to balance. Certain classes getting bonus d6s to certain skills is easier to adjust than flat bonuses. Plus we can do more with it; if 5 and 6 are the normal success numbers, certain traits can make a 4 a success for certain checks, that kind of thing.
>>
>>33931182
>I actually think d6 might work better, it seems easier to balance. Certain classes getting bonus d6s to certain skills is easier to adjust than flat bonuses. Plus we can do more with it; if 5 and 6 are the normal success numbers, certain traits can make a 4 a success for certain checks, that kind of thing.
Alright, then what are the Strength/Intelligence/Social numbers and what do they mean?

Maybe we still say the default - example - STR is 10, and if you have 12 you get a +1 to rolls, a 14 is +2 etc?

I'm just afraid d6s are too difficult to balance since there's only six possible states. Even a +1 to stats means you automatically have a 50% chance to win anything.
>>
>>33931170
Well, the kid who thinks he's a pirate?
>If ye want to get at me booty, ye'll have to get past me crew!
They don't have to be indicative of actual kids pretending to be pirates, just pirates the one kid says he has.
>>
>>33931170
one of the enemy kids is a dreamer, so he's summoning stuff from way off and they have to fight it?

Alternately just give the enemy kids a "castle" to infiltrate full of imagined guards/foot ninja/whatevs. I never needed other kids to put the mooks there I did it myself.


But yeah, delightful children from down the lane is certainly a way to go about it too.
>>
>>33931204
d20 works for me.
>>
Suggestion: When two characters interact, both roll a check on d20.

If character A takes on character B in STR, and character A has STR 10 and character B has STR12, then perhaps Character A has to roll at least 2 higher than character B to win.

So if the two characters are matched, both have an equal chance to win.
>>
Let's archive this thread, too. Making a new one.
>>
>>33931265
Wouldn't it be easier to just use the D&D d20+2 method, then? Static bonuses rather than fluctuating DCs.

Also, new thread? Or shall we wait until tomorrow?
>>
>>33931318
I'm actually going to have to vote in support of the opposed checks.

These aren't preset spells or whatever it's kids ability v.s. other kids abiltiy

contested rolls.
>>
NEW THREAD:

>>33931336
>>
>>33931170
Honestly I think the way to handle it is how the stick of truth handled it... there are nameless less creative kids that go with the flow the ones in charge say. All the elves you have to fight in the first part of that game.

Or the BBEG kids take turns who's in charge. So pirate kid gets the other kids to play pirate one week.. but when he loses cyborg kid takes his turn in charge and forces his team to become scifi themed. Then eventually you face all of them being their own thing at once.
>>
We archiving this thread? Or no?
>>
>>33931429
Already done. Link's in thread three.
>>
>>33930521
>Being a dinosaur
Thou art drifting close to the tumblr side, friend. Be wary.
>>
>>33926652
>no dorks



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