Welcome to RPG Jr

Gamingbasics is proud to present RPG Jr, an RPG for kids of ages 5 and up. Originally this game was designed so we could play with our kids and prepare them for more advanced RPGs later on. We hope gamers with families will use what we provide here to spend more time with their children while still doing what they love, and enrich our children's experiences by teaching them the greatest kind of game that was ever devised.
Playing
The Charts
The Gameworld
The Characters
Good and Bad
The Levels
Combat
Experience & Level-Ups
Responsible Gaming
Disclaimer
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FAQ
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Playing
RPG Jr is played with colored six-sided dice, where each color has its own ranking. The colors, listed from lowest ranking to highest are:


The Charts
RPG Jr keeps track of things such as Health and Experience with the aid of charts. These charts are much like the merit charts used by kindergarden or early-school teachers. There are so many spaces to a name and certain things earn you a smiley sticker, until your row is full.


Gameworld
The standard setting for RPG Jr is the land of Midwinter, a typical midieval fantasy. Fiefdoms, castles, peasents, knights and so on, with hints of foreign non-european influences such as oriental.


The Characters
RPG Jr is home to two basic character types: The Fighter and the Wizard. Each has its own sub-types. The subtypes differ from each other only in appearance.
Fighters
KnightNinjaSoldierDwarf

Wizards
MageElf


Good and Bad
Characters and NPCs (non-player characters) are clearly defined into one of two groups: The Good Guys, and the Bad Guys. Just looking at a person is enough to tell which group he belongs to. There are no disguises, its a simple world.


The Levels
Characters always begin at white level, and move up through the rankings until they reach black, which is the highest level. A character's dress is always the color of his level.


Combat
Each character has a certain amount of Health slots, and each attack takes off a certain amount of these. When the slots are all filled up, a character has lost. Good Guys always go first, and the attacks alternate from there on.
Health
The typical non-hero NPC has 5 Health slots. Fighters have 10 slots and Wizards 8.
Weapons
Even though its just pretend, RPG Jr characters do not use real weapons, but wooden replicas. That way even our imaginary characters dont "really" get hurt.
Attacks
Fighters may use any weapon such as swords or axes. In a Fighter's hands any weapon does 1D damage. Wizards on the other hand, though they have the option of attacking with their staff for 1 slot of damage, can cast spells to attack. A wizard shoots a large colored ball of light from his hands for 1D damage.
Damage
For every die of damage an attack gets, a die is rolled. The result determines how many slots are filled up on the Health chart.
  • White - miss, no damage
  • Yellow - 1 slot
  • Green - 2 slots
  • Blue - 3 slots
  • Red - 4 slots
  • Black - 5 slots
Losing
There is no death in RPG Jr. A character who is defeated in combat falls down and disappears. When he wakes up he is in a safe place, problaby his home or the last inn he stayed in; always where there is someone to "nurse him back to health" until he wakes up. This goes for Good Guys only. Bad Guys usually wake up behind bars. Depending on the circumstances, the Gamemaster may make defeated characters wake up elsewhere.
Levels
To beat an opponent of the same level, one win is enough. But for every level above white, a character gets up again if all his Health slots are filled up. Treat this kind of like an extra life. A Yellow level character who is defeated once gets up again and starts over with full Health.


Experience and Level-Ups
The Gamemaster keeps a chart with the names of each character. Each name has 10 slots to it. Every defeated bad-guy gets one sticker. When the slots are full the character goes up one color and the player starts over on an empty row. There are 10 slots per level.


Responsible Gaming
We urge RPG Jr Gamemasters to play responsibly. Role-playing is a lot of fun, and often an excellent learning tool in many vital areas. Remember that you're running an RPG session for young easily-influenced minds. Just as role-playing has shaped many an adult mind, a lot of role-playing at this stage in a child's life will have its effects. Make sure your adventures don't include anything your kid may not be able to handle yet. The first and most important rule of playing RPG Jr is: Always Remember You're Playing with Children!!


Disclaimer
As it is bound to happen, as always does with role-playing games, there will be criticism, accusations, outrage, etc., so we'll deal with it as best as we can for right now. A lot of parents have prejudices against RPGs. Its been called mind-numbing at the least, and devil-worship at the very worst (and this is where we can not but slap our heads. How anyone can confuse an RPG session with a religious experience, especially something as heinous as devil worship, is beyond us). So here it is: RPG Jr is a fun game to play. It offers gamers who are parents to let their kids join in on their hobbies, which is ALWAYS a good thing. RPG Jr is also a chance for group activity and learning. There are make-believe swordfights, no real weapons, minimal violence, no death, no swearing, or any of those other things someone is always complaining about. Because our children and the children potentially playing this game are important to us, however, you may e-mail us if there is anything major we may have overlooked, or refer to our FAQ page. If you want your kids to play a game that is safe, then don't ban. Help us make RPG Jr as safe as possible.


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