Amazing Tales
Revised EditionBest For
Parents playing with kids aged 4+ who want collaborative storytelling with the simplest possible rules: one die roll, no math, any setting.
Core Mechanic
Each character has 4 skills the child invents. Each skill is assigned a die (d12, d10, d8, d6): bigger die = better skill. Roll 3+ to succeed. That's the entire system.
Each invented skill gets a die from d6 to d12, rolled for a 3 or more. It is built for a parent and a small child to make up stories.
- Free to tryQuickstartA free starter you can actually play
- Get it nowSold newIn print or as a legal PDF
- –IndexNo back-of-book index or page-keyed reference tables
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
3 of 5 book tools found in the core book
Highlights
Genuinely playable by 4-year-olds, genre-agnostic (pirates, space, fairy tales, anything), child creates their own character skills, four ready-to-play settings included, encourages collaborative storytelling
Considerations
Far too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depth
Rules license Proprietary
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