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Meddling Kids is subtitled “An Introductory Role-Playing Experience”. It allows you to play nosy kids and their wild card. The wild card can be anything from a talking animal to a real alien, monster, or a ghost.
SCANNING THE BOOK:
Meddling Kids is a small book—about the size of a children novel, usually one of those small ones written to tell a movie story in book form. It is 96 pages.
FILE REPORT:
The first chapter is the “Introduction: Let’s Pretend.” It gives a quick history on cartoons to the point of the birth of “Scooby-Doo”. Then they answer the question of “What’s a RPG?” Mentioning computer RPGs and LARPs in the answer to that question, then they go to explain where Meddling Kids fit in—as a pen-and-paper RPG. It turns they need some D6s for this games. The mention the world of Meddling Kids is like the world out side.
The second chapter is called “Character Creation: Who Do You Want To Be?” This deals with the creation of the characters. They are seven archetypes for the player character: The Jock, The Fluff, The Brain, The Goof, The Temper, The Sidekick and The Innocent. They may a chance that they character can fit in two or more archetypes—but you only pick one. They saw it’s better if they are one of each archetype in a clique. The word, “Clique” is Meddling Kids term for group of kids sticking their noses into weird happenings.
You have 24 points to add to three four states: Strength (physical strength), Moves (Dodging and Running), Smarts (Knowledge), and Health (Hurt Points), but no stat can be higher then 10. They get 26 Points to spell on Abilities. One of them is free of charged—EX: a Jock gets Sporty, while a Goof gets a Clown.
EX: I want to make Terri Book. She will be “The Brains” of “The Clique”. I took 8 for Smarts, then I took 8 for Health. It leads me with 4 for both Strength and Health. Being a “The Brains”, she gets the free Bookworm for free. I decided to get the following, “Computer Guru”, ”Geek”, ”Good Eats”, “Monster Mind”, &,”Suspicion”. My character is done.
The next chapter is “The Game Master’s Guide: Building a Story.” This is the Game Master’s channel. It mentions that the rules can modify to help the players. . Also it tells you not to get into “power hungry” position—and mentions to make the players the star. Tell how to get a story idea running. Now, we get the problem issue—the “Wild Card”. The “Wild Card” is the crazy creature that teamed up with the “Clique”, which can anything you come up. The stats and abilities are done like a normal characters-but with one free as usual: The Quirk. The Quirk is something very odd about the Wild Card. The GM is the one in charge of the “Wild Card”—and it might become a GMPC.
The next chapter is “The Rules: Let Play!” You need four D6s to play this. Bet a set target number and you have a success. Don’t bet the target, you get fail the task. They talk about conflicts—which using the starts. Next is “Getting Bonked”, which equal to “Falling Down” from “Toon”. You for a few minutes of game using the DM you got missing your Health Point.
EX: Terri got bonked by failing bookcase. The GM say that bookcase roll a 12. Terri has 8 Health Points. 12 minus 8 equals = 4. GM tells Terri is out for adventure for the next four minutes.
Now, we know Freddie Jones love setting up traps for the monsters. The Trap Target is the adding of the monster’s health and strength points. The Smarts is limit of numbers in the trap. Roll 2d6 and add the Step of Traps---and if they bet the Monster Trap Target—they can unmasked him/her for the police—but if failed—they have make another monster—the same trap can’t be use twice.
After that optional rules called “Kid Point” is talk about. This is roll of 2d6 that is the team’s “Kid Points’ to help modified roll to be more successfully. Next is Hints & Tips. Finally, we get to experience. You get 1-4 EXP depending on your performance. To get a new ability-you just mean to buy it as usual. You can’t buy something an ability you already have. Stats upgrade costs is equal to the present Stat of the character times five.
Chapter 4 is a sample adventure that wouldn’t be out of place in episode of Scooby-Doo, using the book’s sample Clique and their Wild Card. Finally, we hint the appendices that contain a Glossary of Terms; a list of Player Character Abilities and their cost, a list of Wild Card Abilities and their cost, the files on the sample Clique, files on NPCs from Chapter 4’s adventure, and a sample of villains and monsters to use.
ART VIEW:
The art is seems to copy the art of the cartoons from 1960s/1970s—suitable for his weird mystery cartoon theme.
IN CLOSING:
It’s just fine book—just on guard that a bad GM might turn the Wild Card into a GMPC.
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