Table Talk: I Would've Gotten Away With It Too If It Weren't For You Meddling Kids!
[Note: I did some grammatical editing and expanded on a point or two.]
Hello, everyone. Today, Table Talk tackles its very first RPG review. As this is an introduction to my style of game reviews, it's only fair that I review a game that is meant to be an introduction to tabletop role playing. What would that game be? A little 2004 title known as Meddling Kids by Pandahead Production.
The title alone should tell you what genre this game is about, unless you have never seen an episode of Scooby Doo. For reference, I am reviewing the game in PDF form. There was a hard copy version, but I think it is otherwise out of print. At the end of this review, I'll give you a link to where you can legally purchase and download the PDF. It's currently around 6 dollars with a normal 10 dollar price.
The PDF consists of 98 8.5” by 5.5” pages, including the covers. If you had a print version, your little kid wannabe gamer could pass this off as a novella in public, theoretically. The game itself is aimed at ages 7 and up, the point where children are literate and capable of understanding at least a few concepts for any game more complex than Candyland. It also calls itself Stage One of the Starter System. As much as I would love to see future stages, the fact that this is Pandahead Production's only product within nine years is casting this hope into doubt.
If you don't know the whole deal with the genre of Meddling Kids and Scooby Doo, then I might as well explain it to you. It's not to call you stupid, but rather, we all need to refresh our memories once in a while.
So, back in the 1960s and 1970s, there was this cartoon called Scooby Doo: Where Are You. It was about a group of teenagers (who looked suspiciously like adults; maybe if they kept to their schoolwork and let the grownups solve the mysteries, they wouldn't be taking High School classes in their 20s) and their dog bumming around in their flower-patterned van and solving mysteries. For some reason this show became popular and even nowadays, Scooby Doo is something of a household name thanks to modern merchandising. Hanna Barbera, the same production company which gave us Scooby Doo, proceeded to give us all manner of self-plagiarism including The Funky Phantom, Speed Buggy, Josie and the Pussycats (which was actually adapted from an Archie Comics series) and Jabberjaw, just to name a few.
Based on this, Meddling Kids is built around this concept of a group of teenagers who, with the assistance of a Wild Card character (like Scooby or Speed Buggy), solve mysteries. It's a simple premise and it has worked for one franchise for over 40 years. It even translates well to role playing. Sure, it's not as combat-packed as your standard fantasy dungeon crawl, but there is a clear framework when it comes to solving mysteries, getting chased by a monster and eventually capturing the monster so that you can reveal Old Man Withers and his money-laundering racket. And it's a framework that makes the players use their heads in some manner other than as a bludgeon (inside joke), which is sometimes a good thing in games as long as it's done in a manner where being smart genuinely helps!
The art within the book does accomplish a cartoony aesthetic, but not quite the aesthetic of the classic cartoons. But they do give the kids some nice black and white pictures (by their standards) to look at.
The game begins, after the cover and the title page (both of which show a typical wrap-up of a mystery; the same image to be exact. That's not lazy, it's typical), with a page of credits which shows that there have not been many people working on this, which is understandable as it's a small press game. They also give a necessary warning that kids should not be going out to solve real world mysteries on their own, but rather such a thing should be done by trained adults such as police officers. Let's face it, when you're 7 years old, you're not all that bright and without a parent, guardian or some other authority figure to stop you from doing something stupid, you would probably be dead by now. And also, in today's litigious society, where people can sue you because they claim they were inspired by you to do something stupid and had to experience the consequences, you sometimes have to cover your keister and tell them not to do what you are showing. This is especially the case when your medium (Role Playing Games) has had to deal with moral panics in the past.
I kid you not (no pun intended). Dungeons & Dragons, a tabletop game where you play as warriors, wizards and other fantastic adventurers who fight monsters and slay demons to save people and earn treasure, was just as controversial in the 1980s and early 1990s as Mortal Kombat and the Grand Theft Auto video games in the 1990s and early-to mid 2000s. If Noah Antwiler, "the Spoony One", is anyone to be beleived, schools could suspend kids for "gambling" and threaten expulsion if they continue bringing their RPG books with them. (Check out his review of the Mazes & Monsters movie on youtube if you don't believe me.) For now, let's get back on topic.
Beyond that and the Table of Contents, you get the Introduction. You start with a brief history of cartoons, starting with the origins of cartoons, Emile Reynaud's three short films “A Good Beer,” “Poor Pierrot” and “Clowns and Dogs.” Emile then moved on to more “adult” things. Others have not. Then they skip forward to the 1960s and television cartoons, describing how saturday morning cartoons got started until Fred Silverman, a CBS executive, decided that maybe cartoons for kids should show fun things that kids are doing, like having adventures and such. This quick introduction is actually pretty neat. This is the first point where I have ever heard of Emile Reynaud, and that alone earns it some credit given that I am a bit of an animation fan myself.
Next comes the question of what an RPG is. Starting with the usual “Let's Pretend With Rules” explanation, they give a little explanation of how pen and paper (or as I call them, “tabletop”) RPGs differ from computer RPGs. Then there is an unnecessary discussion of Live Action Role Playing. Meddling Kids is, naturally, a Pen and Paper game. No costumes. No technology. You just need pencils, paper, some six-sided dice and the rulebook. Also, an imagination, but if you play tabletop RPGs, or are a kid who has yet to have their imagination taken out of them by the American educational syatem, you already have that. Even if it's only to visualize the action that's going on.
You then get an explanation that Meddling Kids is set in our own world, an explanation of the Game Master, some reasoning behind rules and a quick explanation of the Wild Card character. It all works nicely for explaining what role playing is to someone who has never played these games.
Chapter 1: Character Creation
Next comes character creation. Here, I will explain the rules, but I won't give you everything. Feel free to buy this game if I do make you curious, however.
They start with a fairly long-winded explanation of how you can develop your character's backstory and description, which works for a little kid, but is pretty dull for an adult who would know about this stuff already. But, given its target niche, this is fine. It probably gives the parent who is reading this to their kid a set of ideas to discuss. Once the concept gets hammered down, there comes the next step.
Next, you get to choose one of seven different archetypes. These are essentially “baby's first character classes.”. They are as follows:
The Jock: You're the muscle of the group. You excel in physical actions. Arguably this would fit Fred Jones.
The Fluff: Daphne Blake. Basically, you're the attractive one.
The Brain: You're the smart person. Think Velma Dinkley.
The Goof: You're the Comic relief. This would be Norville “Shaggy” Rogers.
The Temper: You're emotional and have a knack for influencing others emotionally.
The Sidekick: Mister (or Miss) Dependable, you're always here to help others.
The Innocent: You're the optimist, no matter what.
Oh, and you only get one archetype. It'll be explained why later.
And now we start with the numbers. Every character gets four stats: Strength, Moves (your agility), Smarts and Health. You also get 24 points to spend on these four stats, ranging from 1 to 10, with 6 being average. They cannot total more than 24 points. The scale is fairly simple. They recommend giving your character strengths and weaknesses in these to make him or her more interesting.
Next up, you get abilities. These are like your skills, but in a more “binary” manner: you have the ability or you do not. Abilities are there to assign bonuses in certain situations. Remember Shaggy's ability to eat some of the more revolting meals and not get sick? That's an ability.
Your archetype gives you one free ability (hence the "One Archetype" rule). After that, you get to spend 26 points to buy more abilities. You may find that you have some points left over. They're lost. Oh, and each ability has a different cost, in a manner similar to Hero System or GURPS, only with moderately fixed benefits and a firmly fixed point cost. They're also put into a different part of the book: right at the end.
Once you get your abilities chosen, you're ready to play. Well, actually, we need to see things from the GM's end.
Chapter 2: The Game Master
So, the game first gives an explanation of what the Game Master does. This takes just a bit over a page and actually has one pretty amusing point from my perspective. Basically, the Game Master is the guy who does the world building, adventure design and other things like that. It's challenging, but potentially rewarding as well.
Then they tell you to skip to the next chapter, the rules, and come back later.
Okay. Rules are the meat and potatoes of any RPG, and this game also has them. So let's dive in and let me explain them to you.
When you want to do something, the Game Master tells you which stat to use. You take that stat, a bonus from an ability that is appropriate, and add the roll of three six-sided dice. This is then compared to a GM-set target number ranging from 4 (why even roll?) to 34 (plainly impossible). 17 is the “I don't know” go-to difficulty value. The trick is to roll equal to or higher than the target number.
Conflicts are a little trickier and represent things like chase scenes and competitions more than an actual fight. The GM determines which stat to use. Players pick an ability, and then everyone rolls the dice. Highest roll wins. On a tie, stats are compared. If those tie, roll again. It's effectively a prolonged sequence from one of those cartoons. Actually, it isn't all that tricky.
What about injury? Well, it is possible that you can get “bonked” in the game.* Each character has a set of Health Points equal to his Health stat. A character who falls loses one die of Health points per 10 feet fallen. If you get hit, that loss is the attacker's Strength stat + one die. For every point below 0, you are out of the action for one minute, either in real time or game time. That's what getting Bonked means.
Needless to say, be careful. The average teenager has a Health of 6, so it doesn't take much to be bonked for a few minutes.
What about Traps? Well, Fred, there are rules for traps. For starters, since monsters do not get bonked by normal means, traps are what you need to use. You start with an idea for what the trap will be. The tougher the monster, the tougher a trap you need. The target number is based on the Monster's strength and health.
The roll for your trap is based on taking the trap's complexity (which itself cannot be higher than the trapper's Smarts, or if trapping as a group, the highest Smarts in the group +1), and then add two dice. The complexity itself is base 0, +1 per step. If a trap fails, then you need to start over again with an entirely new trap. The monster's not stupid enough to fall for the same tricks twice. If it succeeds, then it's time to call the cops and unmask the monster, who “would have gotten away....” Oh you know the line!
There are some optional rules as seen below.
Kid points: If you want to emphasize teamwwork, the whole group gets a single point pool which can be spent to improve the rolls of your friends, provided they're spent BEFORE the roll and not asked for.
Chase Scenes: When you first see the monster, make a Smarts roll (with a high target number the first time. It gradually shrinks) and if you fail, you get scared. The monster will give chase. You've seen this situation a million times in Scooby Doo. To get out of a chase, the pursued needs to come up with some ability/stat roll and beat the monster's Smarts +10.
Next, there is some advice. Be polite, ask questions, seeing is believing, take notes, stuff like that. Next up is Experience.
At the end of a mystery, characters get 1 to 4 experience points based on how well the mystery has been solved. The usual reward is 2 or 3. New abilities are bought at the same cost as you would pay during character creation. Improved stats would cost five times the current value to go up one level. Wild Cards get only half the experience points, due to being Game Master characters.And speaking of the Game Master, let's get to Chapter Two.
Chapter 2: The Game Master (Again)
Okay. Rule 1: Don't stress over all the rules. Rule 2: Sometimes, there are no rules. This is fairly basic stuff, but it's important for EVERY Game Master. They go into some detail about how you should apply your judgment. This might be dull for experienced adults, but it is important for kids and newbies. Nothing is more discouraging than something being too stressful.
Furthermore, there is some advice on how a GM should treat his/her players. Be fair, and be a guide rather than a punisher. And then they get to the stuff about how to prepare an adventure.
They tell you to start with the big six: Who, what, where, when, why and how. These will give you a good basis for the story. Also, “write what you know.” Use your own experiences as a guide for your adventures. Beyond that, work on creating non-player characters and the Wild Card. And finally, your most important tool will be a notebook to keep track of things like ideas for your game.
And then we get to the Wild Card.
The Wild Card is your Scooby Doo and your Speed Buggy. He's your Captain Caveman and Jabberjaw. He's the talkative boxing kangaroo, flying toaster, alien rapper or pacifistic Terminator unit from the future that helps your normal teenagers while being a bit of a goofball. And he gets made much like a teenager with some exceptions.
Wild Cards get 24 points for stats as normal, up to a limit of ten in any stat. 26 points for Abilities like normal, but with a special list of abilities to choose from exclusive to the Wild Card.
This does not mean that the Wild Card cannot take normal teen abilities. They're available, but cost one extra point and can add one more point to the roll than they normally would.
Wild Cards also get a quirk: an odd behavior that affects their role playing. Scooby Doo is always hungry. Goober of the Ghost Chasers always turned invisible when scared. Cap'n Bingo (the game's sample wild card) is a gorilla who cannot resist anything relating to bananas (as if his delusions of being a sea pirate were not quirky enough).
When it comes to experience, Wild Cards get only half the experience points.
And from there, they talk about how playing the game works.
Chapter 4: Sample Adventure: The Dragon's Eye
And there's a sample adventure. A page dedicated to explaining how these adventures work, and then you get the adventure itself, which I will avoid spoiling for you. If you wanna play it though, and they do have a sample clique, buy the book!
One page is the epilogue which gives you a little note about how the game doesn't have to end, but you still have a real life to live, so try to have fun there too. Is it sappy? A bit, but that works for kids. They haven't developed the cynicism that makes us grown people (or, for that matter, even real teenagers) think we're above such things.
Then we have the appendices. You start with a glossary of terms. This is followed by a list of character abilities, Wild Card abilities and then some sample characters you can use to play The Dragon's Eye. Then you get NPCs (Non-Player characters) for the adventure, some additional sample villains and monsters, and what may well be the best index ever. Not only does this sort out what is on what page, but does this by category. And I can't believe this is the only RPG I have seen that does that! And from there, you have the back cover. Shame they don't have a character sheet, but you can probably hash one out on a word processor with no trouble, or maybe a notebook of your own.
Overall, I would say that Meddling Kids is a pretty good game for introducing beginners to tabletop role playing, but it's not exactly a deep experience. It might work best with the Narrative Agenda, with some slight nods to the Simulation agenda for die-hard Scooby Doo fans. Sure, you don't get any stats for the Scooby Gang, but you can surely put those together yourself if you're that dedicated.
I heartily recommend that any gaming parent who wants to teach their children how to play should pick this up, and as a PDF, it's only 6 dollars. The link is this: http://rpg.drivethrustuff.com/product/83837/Meddling-Kids
Now, go out and have some fun!Maybe solve an imaginary mystery or two. The bad guys will keep getting away with their crimes without you Meddling Kids.