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#42 - A vast world of tabletop gaming exists beyond the familiar realms of Dungeons & Dragons. In this episode, Clint speaks with Martin Lloyd, a father, lifelong gamer, and game designer who created a game to play with his four-year-old daughter on a rainy afternoon and published Amazing Tales by 2019. This game requires no prep for parents and makes GMing so simple that a 4-year-old can master it. We explore how to introduce children to this remarkable hobby and how to engage and connect with our children in meaningful ways. Let's talk about what else there is to play!"
Check Out Martin Lloydās AMAZING TALES:
- Amazing Tales (Multiple Formats) - https://claimtogamepodcast.com/amazingtales
- The Big Book of Amazing Tales (Multiple Formats) - https://claimtogamepodcast.com/bbamazingtales
- Studio 2 Publishing - https://studio2publishing.com/
Other Games Mentioned:
- Dungeons & Dragons 5E - https://claimtogamepodcast.com/5ephb2024
- Pathfinder 2E (Beginner Box) - https://claimtogamepodcast.com/pf2ebeginnersbox
- Starfinder 2E - https://claimtogamepodcast.com/sf2eplaytest
- The One Ring 2E - https://claimtogamepodcast.com/onering2e
- Warhammer 40K: Imperium Maledictum - https://claimtogamepodcast.com/imperiummaledictum
Resources Mentioned:
- The Coaching Habit by Michael Bungay Stainer - https://claimtogamepodcast.com/coachinghabit
- The Lazy Dungeon Master - https://claimtogamepodcast.com/lazydm
- Return of the Lazy Dungeon Master - https://claimtogamepodcast.com/lazydm2
Connect with Martin:
- Website - https://amazing-tales.net/
*As an affiliate, I earn from qualifying purchases at no extra cost to you. Some of these links are affiliate links for other programs but once again, if you choose to purchase through these links, it's no extra cost to you. I only promote products or services that I have investigated and feel can deliver value to you.
Please Connect with us!
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- Join us on Patreon for exclusive content access - http://patreon.com/ClaimtoGame
- Send feedback, thoughts, or suggestions to clint.scheirer@claimtogamepodcast.com
00:00:00
>> Martin Lloyd: This is basically, everybody's in,
00:00:02
everybody's paying attention, everyone's focused. I'm not going
00:00:05
to say it's guaranteed quality time, but it's pretty close. But as soon as
00:00:08
they can talk. How long do I have to wait? When can I stop
00:00:11
playing role playing games with my kids? But with kids there's no
00:00:14
habit, there's no preconceptions
00:00:17
and they get into this, they get this really easily.
00:00:19
I've yet to meet a kid who's a bad role player.
00:00:22
>> Clint Scheirer: I have a confession to make. I am a
00:00:25
tabletop gamer. Nerd alert. Nerd
00:00:28
alert. I'm also a dad. Am, I the radest, baddest dad
00:00:31
a kid ever had. And I want to share my love of tabletop games with
00:00:34
my three kids. But the question is, when is the right
00:00:37
age to expose my children to the magic of
00:00:40
tabletop games? What is the right game to
00:00:42
play?
00:00:43
Martin Lloyd is a father, a gamer, a game
00:00:45
designer and a lifelong role player. He first came up with
00:00:48
the idea of Amazing Tales to play a game with
00:00:51
his four year old daughter when it was rainy outside. And
00:00:54
in 2019 he was able to publish
00:00:57
Amazing Tales. This game
00:00:59
requires zero prep for the parent and it's so
00:01:02
easy your 4 year old could j it.
00:01:04
>> Martin Lloyd: You got it, dude.
00:01:06
>> Clint Scheirer: Let's go make your claim to game.
00:01:42
You have a game called Amazing
00:01:45
Tales?
00:01:46
>> Martin Lloyd: I do, yeah. You do. I have it right
00:01:49
here.
00:01:49
>> Clint Scheirer: Hey, there it is.
00:01:52
It's a really fun art. I think the art really
00:01:55
tailors two children. My kids would pick up that book and start
00:01:58
looking through it right away, I think without any,
00:02:00
without batting an eyelash, without b, an eye.
00:02:03
And what I wanna know is, you know, you developed this
00:02:06
amazing game and the game is designed to be played
00:02:09
with children in their trusted adult. Whether it's a parent or
00:02:12
somebody else that they're trusting to go through this game in this
00:02:15
story. You know, it's got some really amazing
00:02:17
reviews. I went through the reviews on Driveruu,
00:02:20
RPG NWorld. I was looking at
00:02:23
Geek Native. There were other blogs and
00:02:26
podcasts that were just speaking its praises.
00:02:28
And the customers, they think it's, I'm gonna use the term the
00:02:31
bees knees. Bee knees.
00:02:34
Like it's pretty cool. And so
00:02:37
what I wanna know is why do you think it works so
00:02:39
well? What do you think the key reason
00:02:42
is that Amazing Tails work so well and has
00:02:45
been so well received?
00:02:47
>> Martin Lloyd: Yeah, I think, a big part of it is
00:02:50
it's really, really simple.
00:02:53
I think, I don't know if the 200 word
00:02:56
RPG contest is still a thing. But I
00:02:59
did put Amazing Tales, I got it down to 200 words and
00:03:02
put the full rules in for that once. So it
00:03:05
is really, really simple. And that means
00:03:08
that four year olds really can play it. So one of the things I used to say
00:03:11
in the advertising is rules so simple your 4 year old can explain them.
00:03:14
And it's true. People say to me, oh, that can't really
00:03:17
be right. It is. You can. And
00:03:20
I've seen people send me photographs of kind of 4 and 5 year olds
00:03:23
who are GG and
00:03:25
it's that easy.
00:03:27
So when you create a character, you to, you pick
00:03:30
four things your character can do. I think in the rules I
00:03:33
call them skills, but they are things your character can do. And that could be
00:03:36
anything from like fighting
00:03:38
monsters to someone sent me,
00:03:41
their daughter had made up a character for a Star Wars
00:03:44
type setting they were playing in. And she had that being a
00:03:47
queen was one of her skills. So she was
00:03:50
being a space queen or a space princess. That was her
00:03:52
skill.
00:03:53
>> Clint Scheirer: It must be nice to be queen.
00:03:55
>> Martin Lloyd: So you pick four skills of each. Get a different sized dice.
00:03:58
Because rolling different sized dice is fun. So you get a 6 and 8,
00:04:01
a 10 and 12. and then whenever you do something,
00:04:04
you roll the dice. If you get a three or more, you've succeeded.
00:04:07
if you get a one or a two, you have failed
00:04:10
and things get worse. And that things
00:04:13
will continue to get worse until you pass a roll. And that's
00:04:15
it, that's the whole game.
00:04:18
>> Clint Scheirer: And that's the way the cookie crumbles. So regardless of
00:04:20
the size of the dice, regardless of the sides on the
00:04:23
dice, it's one or two fails. Anything above
00:04:26
three or above success.
00:04:29
Yeah, I love that.
00:04:31
>> Martin Lloyd: And we do sometimes say, you know, if you get the biggest number on the
00:04:34
dice, then something super special happens.
00:04:36
>> Clint Scheirer: But that's an optional super
00:04:39
special instead of critical success.
00:04:42
I like that term.
00:04:43
>> Martin Lloyd: There's no hit points or anything like that. So this is a game for
00:04:46
ages 4 and up. So
00:04:49
I don't know anybody who thinks it would be a good
00:04:52
idea as a parent to kind of kill your child's character at age
00:04:55
5. so there's no hit points,
00:04:58
so that's fine. So things get worse.
00:05:00
And it can be really exciting when
00:05:03
you failed two rols in a row. So maybe the monster,
00:05:06
first he catches you and then he's gonna devour you and he's
00:05:09
holding you there above his mouth and you've got to think of something
00:05:13
to kind of get out of that situation. That is plenty
00:05:16
of drama for ah, the average five
00:05:19
year old. You don't need to tell them they're down to like 2 out of 12 hit
00:05:21
points. @ that point it's like no,
00:05:24
if you mess this up something even worse is gonna
00:05:27
happen. so that works. And the other is the GM never
00:05:30
rolls any dice. so it's not adversarial.
00:05:33
So it's always just player facing the player, always on taking
00:05:36
the action.
00:05:37
>> Clint Scheirer: It's a collaborative storytelling focus.
00:05:40
>> Martin Lloyd: Yeahah, that's a nice way of puting.
00:05:43
>> Clint Scheirer: Now when I, when you were talking, the GM doesn't roll any
00:05:46
dice. In some other games the GM does a lot of
00:05:49
things. The GM is prepping the
00:05:52
game, the GM is coming up with the scenarios,
00:05:55
the GM is making funny voices. The GM
00:05:58
is maybe not making funny voices but definitely
00:06:01
having to describe a lot of the story. How
00:06:04
do you feel that that weight, I think we
00:06:06
talked about it being the mental weight of running a
00:06:09
game. How is that balanced in this situation?
00:06:12
>> Martin Lloyd: Yeah, so I think
00:06:15
exactly what you say for sort of if you're playing with grown
00:06:18
up friends or teenage friends then
00:06:21
role playing games do put a lot of cognitive load on
00:06:24
the games master. particularly if you haven't
00:06:27
got sort of really good group dynamics.
00:06:30
So the games mustst have'supposed
00:06:33
to provide a scenario. He's often also supposed
00:06:36
to provide the venue and the snacks.
00:06:40
You should at least outsource all that stuff.
00:06:43
and then also be the one who knows all the rules and who knows what's
00:06:46
gonna happen next. And on the flip side of this
00:06:49
you have players turn up and kind of say oh I can't remember the name of my
00:06:52
character. And
00:06:55
that's always kind of disappointing. So you feel like
00:06:58
the games master is doing all the work and the players are kind of
00:07:01
there to be entertained. That's never very good.
00:07:04
What works really differently when you've got an adult and a
00:07:06
child is that games
00:07:09
mastering is a fairly intensive
00:07:12
business. Whatever age you're running for and if you're running
00:07:15
for your 4 year old or your 6 year old
00:07:17
then you're working quite hard to think of stuff that
00:07:20
they're going to like and that's going to keep them going and to deal with whatever
00:07:23
strange curveball they've just come up with.
00:07:25
>> Clint Scheirer: Look, a goose.
00:07:26
>> Martin Lloyd: But the key thing is for them it's pretty hard work
00:07:29
too. They're telling this
00:07:32
collaborative story, they're Trying to think about a character, they're trying to
00:07:35
imagine the world that you're describing. and they're
00:07:38
trying to do all that as they're going along. That
00:07:41
is hard work for a four or five or a six
00:07:44
year old. And to keep this up for 20,
00:07:46
25 minutes, which is kind of a good length for
00:07:49
a game of Amazing Tales. Ah, at that
00:07:52
age, that really puts a load on them. And the great
00:07:55
thing is that that means everyone's equally
00:07:57
engaged. So if you've
00:08:00
got, a small child and you have played
00:08:03
Snakes and Ladders with them or Ludo
00:08:06
or something like that, you know
00:08:09
how hard as a grown up it is to
00:08:12
stay engaged. Dad, wake up.
00:08:15
You roll the dice, you move the thing.
00:08:18
for your kid, this is super engrossing and
00:08:21
they're really into it and they'll be explaining to
00:08:24
you how they are really good at rolling fives.
00:08:28
Oh, but they need a four. And the thing they're really good at
00:08:31
rolling is five. You get all of that going
00:08:34
on. but for the adult or when you're
00:08:37
reading the storybook for the 20th time, it's
00:08:39
hard to be engaged. And the
00:08:42
kids can tell that they like
00:08:45
spending time with their parents, they like doing things together, but they can kind of tell when
00:08:48
you're tuning out a bit. so I think
00:08:51
what makes kids and adults really respond
00:08:54
well to Amazing Tales is that this is basically
00:08:57
everybody's in, everybody's paying attention, everyone's
00:09:00
focused. I'm not going to say it's guaranteed quality time, but
00:09:03
it's pretty close. That's one of the reasons I think kids love playing
00:09:06
the games is because it's really something you're doing together. And at the end of it,
00:09:09
you've got a story you could tell together. And, both sides can
00:09:11
say, well, that only came out that way because
00:09:14
of, both our contributions.
00:09:17
Everyone realizes that.
00:09:19
>> Clint Scheirer: Yeah, you know, two things that came to mind. That
00:09:22
time limit is gold because, you
00:09:25
know, even keeping adults paying
00:09:28
attention. I believe there was a TED Talk, study
00:09:30
done in TED Talks, International. Right.
00:09:33
Like these speaking events that people are trying to go to to
00:09:36
learn things and be inspired. They don't allow you to go past
00:09:39
18 minutes in those talks
00:09:42
anymore because the average attention
00:09:45
span, even for adults has gone straight down.
00:09:48
>> Martin Lloyd: That, makes a lot of sense to me. and yeah, I have to say,
00:09:51
I don't watch a lot of actual plays. I know some people love
00:09:54
them, but I find it really hard to stay with
00:09:57
them. and when I'M running
00:09:59
games I really try and keep for
00:10:02
adults I really try and keep turn short because I think if
00:10:05
everyone's turn is takingake three minutes and you've got five players
00:10:08
and I want to do something more than every 15 minutes,
00:10:11
I know I'm going to start tuning out.
00:10:13
>> Clint Scheirer: If you are running a long term campaign, treat each
00:10:15
one like a one shot, you know,
00:10:18
treat each one like a little episode or a movie
00:10:21
and you know the difference between an adult TV
00:10:23
show and maybe a children's TV show,
00:10:26
the timing is different. at least, at least by five to 10
00:10:29
minutes sometimes. They're not always the same length for each
00:10:32
program. So that, that makes sense to me.
00:10:35
so as you were developing this, most
00:10:37
game designers, if they're good, which
00:10:40
you're good, they have playte
00:10:43
tests. Right. People are testing the game
00:10:46
and trying to figure out how the, how the
00:10:49
game works, and what doesn't work and
00:10:51
adjusting and you know, doing all that
00:10:54
pre work before you actually sell the game and make it
00:10:57
big. What did you find unique
00:11:00
or unexpected as you were going through the playtest
00:11:03
with either parents or children?
00:11:05
>> Martin Lloyd: Yeah. To start on the design end I did
00:11:08
do quite a lot of looking around online, talking to people
00:11:11
who'd written other games for kids, talked to
00:11:14
them about their experiences and watched actual plays
00:11:17
online. And this was when
00:11:19
Google Circles was still a thing.
00:11:22
actual communities I could dive into and engage with.
00:11:25
And one of the things I got was there was this just this huge
00:11:27
desire on the part of you know,
00:11:30
if you are a role player and you have a small child,
00:11:33
your first question is how long do I have to wait? How long
00:11:36
do we have to wait before they can talk is too young. But as soon as
00:11:39
they can talk, how long do I have to wait? When can I start
00:11:42
playing role playing games with my kids'just? This thing
00:11:45
role players have. because it's a
00:11:48
great hobby, we want to share it I think.
00:11:52
and that leads to lots of people trying to play
00:11:55
games with their kids far too soon I think. Or
00:11:58
games that their kids aren't ready for.
00:12:01
So if you go on YouTube you will find plenty of
00:12:04
videos of dads trying to
00:12:07
get their three and four year olds to play full blown
00:12:10
Dungeonsons and Dragons, rolling
00:12:12
D20s and
00:12:15
like the kids there and they're present but they're not, you
00:12:18
know, but dad is kind of doing everything. It's almost always
00:12:21
that. and
00:12:24
I'm not sure that kind of shared experience is really Happening.
00:12:27
So that was one thing was this huge demand, but it wasn't
00:12:30
quite working. And then the other thing was just
00:12:33
taking things out of the design.
00:12:35
So, the very first
00:12:38
time I ran this game, I ran it for my daughter. She
00:12:41
was 4 at the time. And,
00:12:45
she found a magic treasure. ah,
00:12:48
her fairy princess Rose found a magic treasure. I think
00:12:51
it was a ring. I think it made her courageous. But it gave her a
00:12:54
plus one on a roll.
00:12:56
And even that in the end turned out
00:12:59
to be too much rules. So I was like,
00:13:02
oh, we've got a magic item. We should have a plus one. It's like,
00:13:05
don't need that, don't take that out. It's just
00:13:08
if she says, I use my magic ring, I and brilliant.
00:13:11
Roll your normal dice. If it comes at more than three, the
00:13:14
magic item made a difference. but
00:13:18
even just that little, having a plus one
00:13:20
wasn't necessary. It was too much rule.
00:13:23
This is maybe an insight into game design.
00:13:27
You can have rules for everything, but you probably
00:13:30
shouldn't. So the rules you choose to
00:13:33
keep are the ones that are going to
00:13:35
decide what your game is about. So if
00:13:38
you keep rules for chases in your game, to
00:13:41
name a very common subsystem, then I hope your
00:13:44
game is like Fast and Furious or something like that
00:13:47
that it chases is going to be a big thing.
00:13:51
Otherwise just take them out the same for like grappling.
00:13:54
So many role playing games. I have rules for grappling. Why do like, you could
00:13:57
just roll a normal attack, but no, somebody wants to be able to do like
00:14:00
20 different grappling moves. If your game is
00:14:03
like wrestlinge.
00:14:05
>> Clint Scheirer: I was going to say pro wrestling the rpg.
00:14:07
>> Martin Lloyd: If that's the game, I forget the name of it. I've played a pro
00:14:10
wrestling RPG and it was a lot of fun. But yeah, if that's your game, by all
00:14:13
means have a really extensive grappling system. But
00:14:16
otherwise, please don't bother.
00:14:18
>> Clint Scheirer: You had mentioned, taking things out of the
00:14:21
game. I think of when I played Dungeons
00:14:24
and Dragons and I am not a Dungeons and Dragons hater. I
00:14:27
think it definitely brought me into the hobby about 10 years
00:14:30
ago. It was my gateway drug,
00:14:33
I suppose, to table.
00:14:36
Yeah, yeah. And there were just certain
00:14:39
things I didn't want to do. I didn't want to keep track
00:14:41
of, how much food my players had
00:14:44
as they were traveling across the desert.
00:14:47
I didn't want to keep track of, I
00:14:50
don't know, any of the minutiae, that normally I don't want to
00:14:53
think about, like, I have to think about that if I'm traveling across country
00:14:56
with my kids, I have to think about making sure we have food.
00:14:59
I don't want to think about that in a role playing game, personally.
00:15:02
>> Martin Lloyd: Yeah, I think it's a lot to do with genre, you know.
00:15:05
So, yeah, Dungeons and Dragons always feels to me quite high
00:15:08
fantasy. Quite like you're not supposed to be worrying about how much
00:15:10
food you've got. if you're playing
00:15:14
something Game of Thrones esque
00:15:16
and you're somewhere out beyond the wall, and,
00:15:19
it might be quite interesting to start giving
00:15:22
people decisions to make about, okay,
00:15:25
there's you and there's the 10 guys you're with and you've only got
00:15:28
enough food for eight of you unless everyone's going to be hungry
00:15:31
and suffering. So then it becomes
00:15:33
interesting if you're making
00:15:36
people make decisions. But yeah,
00:15:39
generally you don't want to be thinking about
00:15:41
counting arrows or pennies or food
00:15:44
or any of that stuff.
00:15:46
>> Clint Scheirer: Yeah, I tend to just ignore the stuff that I don't want.
00:15:49
But it would make it a lot easier not having to look at it in the first place
00:15:52
in the rule book.
00:15:53
>> Martin Lloyd: Well, there is this idea that sort of it's only a
00:15:56
proper game if it's got these things. so the first game
00:15:59
I ever wrote when I was about 16,
00:16:02
so that was a long time ago now,
00:16:06
had all these rules because it had rules for encumbrance
00:16:09
and movement and move it through difficult. Just because
00:16:12
I thought you needed to have those. I was like, it's not a proper game if it doesn't
00:16:15
have all these things.
00:16:16
>> Clint Scheirer: Encumbrance is one that I also kind of turned a blind
00:16:19
eye too when, when I was playing D20 & D. However,
00:16:22
when I did Pathfinder 2E or Pathfinder 2E
00:16:25
2e or the Starfinder Playtest
00:16:28
for second edition that just came out with Paizo.
00:16:31
Encumbrance, was a thing and I actually had to make sure I
00:16:33
didn't bury myself with too much
00:16:36
equipment for every situation.
00:16:38
>> Martin Lloyd: Yeah, the One Ring has a really nice, simple
00:16:41
system for encumbrance. it basically all you have
00:16:44
to track is your armor and your weapons. You
00:16:47
have adventuring kits, but that doesn't count. You just have your armor and your
00:16:50
weapons and it ties it to your hit points.
00:16:53
So it's really important about when you're getting tired. And
00:16:56
there's a genuine trade off to be made between having lots of
00:16:59
armor, but then getting tired much
00:17:01
quicker. The One Ring is a really
00:17:04
good example of what I'm talking about because every
00:17:07
bit of mechanic that's in that game
00:17:10
is relevant to the genre and the setting. It's all
00:17:13
chosen to really build up this kind of
00:17:16
Middle Earthy feel. That's what you have rules
00:17:18
for and things that don't contribute to that aren't in
00:17:21
there. And, one nice tip.
00:17:24
I heard the designer being interviewed and he said, yeah,
00:17:27
even what we called the various stats and things we would go through the
00:17:30
books looking for, what are the words Tolkien would
00:17:33
use for these things?
00:17:35
>> Clint Scheirer: And this may answer the next question because you
00:17:38
said, less is more.
00:17:40
Keep it simple. Were there any strategies
00:17:43
that you built in when designing Amazing
00:17:46
Tales to help, kids think about
00:17:48
resolving conflict? is it just the
00:17:51
dice? Is it, is it just the dice or is there an
00:17:53
element of like, social interaction?
00:17:56
>> Martin Lloyd: So in the basic game, it basically the
00:17:59
thing that you're always supposed to come back to when you're running the game is to say,
00:18:02
what do you do? Your goal as a GM is basically
00:18:05
to get to that question as fast as you can.
00:18:08
So you maybe a little bit of description, maybe set the
00:18:11
scene, but you want to get that question
00:18:14
on the table really, really fast. What do you do?
00:18:17
This happens. What do you do? This happens. What do you do?
00:18:20
And then listen to your kids
00:18:23
and what they come back with. They will have picked the four things
00:18:26
their character's good at, so they'll probably suggest those.
00:18:29
one thing they often say is, something like,
00:18:32
I roll my fighting dice or
00:18:35
can I roll this dice?
00:18:38
So I do think it's good to kind of go and prompt for like, no, what do
00:18:40
you do? And then we'll decide what dice that's going to be.
00:18:43
>> Clint Scheirer: That's a struggle for than new gamers. New adult
00:18:45
gamers too.
00:18:46
>> Martin Lloyd: Yeah, yeah. So I think it's. But with kids,
00:18:49
there's no habit, there's no
00:18:52
preconceptions. And they get into this, they get this
00:18:55
really easily. I've yet to meet a kid who's a bad
00:18:57
role player. One thing I suggest, it's not a rule rule, but
00:19:00
it's a suggestion, is if something fails, you have to
00:19:03
do a different approach the next time.
00:19:06
So if you say I fight the monster with my
00:19:09
sword fighting skill and that doesn't work,
00:19:12
then the next thing you have to do has to use one of your
00:19:15
other three skills. So the situation gets worse. Ah, the
00:19:18
monster, parries your attack and knocks you down. And
00:19:21
now he's going to, throw you in his cooking pot.
00:19:24
He's like okay, what other skills have you got that
00:19:27
works quite well and it works quite well with adults as
00:19:30
well. Now you have to try something
00:19:32
different.
00:19:33
>> Clint Scheirer: Well, that's the real life skill, right?
00:19:36
Sometimes something works
00:19:38
and then sometimes that same strategy doesn't and
00:19:41
you have to go into your toolbox. Usually it's an internal,
00:19:44
you know, in your head toolbox or in your heart
00:19:47
toolbox. And you have to come back to the situation and do something
00:19:50
different. what is the challenge here and how can you fix it
00:19:53
or how can you get closer to this other individual? In our
00:19:56
house we, we have, ah, you know,
00:19:59
how do you help the other mentality?
00:20:02
I granted I have an eight, a seven and a, sorry,
00:20:04
an eight, a six and a four year old. And that does not always
00:20:07
work right off the bat. There is a little bit of
00:20:10
facilitation, like a real life game master
00:20:13
here trying, trying to get my kids to get along.
00:20:15
but yeah, that I love that, that you have to take a
00:20:18
different approach when something doesn't work. The
00:20:21
first time I heard from some.
00:20:23
>> Martin Lloyd: Therapists who had started using Amazing Tales with
00:20:26
kids. And there's a whole bunch of
00:20:29
other products and therapies that have been brought
00:20:32
up around role playing games. But I got in touch with one
00:20:35
of them and there is a supplement to Amazing Tales,
00:20:38
the big Book of Amazing Tales.
00:20:40
>> Clint Scheirer: Nice.
00:20:40
>> Martin Lloyd: And she wrote a chapter for this which is about
00:20:43
using Amazing Tales in therapeutic
00:20:46
settings, or to help kids address
00:20:48
things. And it's quite interesting the
00:20:51
way she describes doing that because she talks about
00:20:54
needing to maybe do things that you wouldn't normally do as
00:20:57
a gm. So if you want to address a specific
00:21:00
issue that a child is having, then you sort of have to
00:21:02
push that button. And then
00:21:05
when it doesn't work, you have to push that button again and push that button
00:21:08
again until they kind of come up with a different
00:21:11
response. And then you can kind of
00:21:14
reward the response that, that was desired or whatever.
00:21:17
But that is not how I would suggest you sort of GM a
00:21:20
session if you're running it for fun. Yeah,
00:21:23
but the idea that you kind of okay, this thing that frustrates
00:21:25
you as a child is the thing that we're
00:21:28
now going to put in the game to see how you deal with
00:21:31
is quite an interesting approach.
00:21:34
>> Clint Scheirer: What I've learned in my professional
00:21:37
job when I'm coaching individuals or managing
00:21:40
anybody, is that I like to talk a
00:21:43
lot, right? Like I wanna give
00:21:46
advice, I wanna keep speaking. I don't always
00:21:49
Leave, room for a pause
00:21:52
or silence. What is your
00:21:54
thoughts about that? Being able to, as a gm,
00:21:58
stop talking and let the players are, in this case, maybe the children
00:22:00
speak?
00:22:01
>> Martin Lloyd: Yeah. Well, like I say, it's about getting to that question
00:22:04
about what do you do as fast as you
00:22:07
can and then shut up, shot
00:22:10
up. And they'll have an
00:22:12
idea, and listen to what your
00:22:15
kids say because it's often
00:22:18
they will say something that isn't quite what you're expecting, or they'll come
00:22:21
with something that's a bit left field, or they'll have not quite understood part of
00:22:24
your description. And so
00:22:27
it's good to really listen and not just sort of assume that you know
00:22:30
what they're going to do. That's their input to the story. That's how
00:22:33
they can contribute. So you've got to take that on
00:22:36
board.
00:22:36
>> Clint Scheirer: You know, this is a scary question to ask a child,
00:22:39
but sometimes I'll ask the initial question, they'll give me an
00:22:41
answer. And then I, got this from Michael
00:22:44
Bungay Stainer, who wrote, the Coaching
00:22:47
Habit. He'll say, anything else,
00:22:51
anything else, and you could go down that rabbit hole
00:22:54
with a child. I think maybe, maybe farther than you want
00:22:57
to. but it's amazing when you
00:23:00
take more layers of that onion away. Ogres
00:23:03
are, ah, like onions. To use an analogy, the
00:23:06
question onion, you'll get a lot farther. It's almost like when
00:23:09
you were saying pushing the button, anything else, anything
00:23:11
else, you come up with some really interesting stories.
00:23:14
>> Martin Lloyd: Another thing I like to do is, and I
00:23:17
suggest in the book, is to,
00:23:20
not decide everything up front and ask the players
00:23:24
what happens. You find,
00:23:27
the horrible monster that's guarding the treasure. What is
00:23:30
it? The kids
00:23:33
may well come up with something way more interesting than you
00:23:36
had in mindah.
00:23:39
so that sort of handing some agency
00:23:42
over to the players, is I think also great
00:23:45
that they can contribute and suggest
00:23:48
and you know, in the end, whatever it is, they're gonna roll the dice and have to not get a
00:23:51
one or a two.
00:23:52
>> Clint Scheirer: That makes me think, I've read a book multiple times,
00:23:55
the Lazy Dungeon Master by Mike Sha.
00:23:58
also the Return of the Lazy Dungeon Master.
00:24:01
And there's a phrase in there, and I'm probably butchering the
00:24:04
phrase, but it doesn't become
00:24:06
real until your players make it real.
00:24:10
And I've really tried to live by that,
00:24:13
where maybe I have an idea of what's in that treasure box.
00:24:17
But they may come up with Something way better and I just scrap
00:24:19
it. Never sees the light of day.
00:24:23
>> Martin Lloyd: Yeah, I'm not familiar with that phrase, but
00:24:25
certainly I get the idea, you know, that once,
00:24:29
once players start engaging, really engaging with the
00:24:32
world, that you've put out there for them and once
00:24:35
they start to want to have some agency and to interact with it or maybe
00:24:38
add things to it. Yeah, then it feels a
00:24:41
lot more real. I find as
00:24:44
a player that I really like games where you get to have a bit of
00:24:47
a home base. So
00:24:50
you can be customizing things and adding things and
00:24:53
expanding it. And sometimes that's built into the
00:24:55
system. So,
00:24:58
Ven is one that comes to mind where you get a
00:25:01
castle basically that you operate out of.
00:25:04
And one of the things you can expl Bender experience points on is
00:25:06
improving your castle. so that's really nice and
00:25:09
it's fused into the mechanics. but
00:25:12
there's lots of other games, where you
00:25:15
just acquire a house or a castle or a
00:25:18
spaceship or whatever it is. and I
00:25:21
love those games. I really want to get into kind
00:25:23
of building my little base
00:25:26
and my setup and my
00:25:29
equipment and so on. and
00:25:32
that's, I guess it's sort of one of the ways I like sort of
00:25:35
feeling like my character is rooted in that world
00:25:38
as bit a bit more of a solid
00:25:40
presence.
00:25:41
>> Clint Scheirer: What is the single most common mistake that you
00:25:44
see parents do when they're playing? Like we talked
00:25:47
about the dad trying to play D and d with their 4 year old
00:25:50
online. What are some of the mistakes that somebody
00:25:53
could run into?
00:25:55
>> Martin Lloyd: Yeah, I don't want to talk too much about
00:25:57
mistakes because if you're playing the game
00:26:00
that's already a good thing. I don't want to say
00:26:03
there's a wrong way to do it in the right way to do it,
00:26:06
but I think when you're playing with
00:26:09
kids, it's important to
00:26:12
not say no. So, particularly for
00:26:15
the design of Amazing Tales, I leaned a lot into the sort of
00:26:17
improvisational. Yes. And kind of
00:26:20
stuff Amazing Tales doesn't
00:26:22
really. Well, it comes with sort of four suggested
00:26:25
backgrounds. So there's
00:26:28
fairies and talking animals, which is called the Deep Dark
00:26:31
Wood. There's beyond the
00:26:34
Stars, which is Space Adventures. There's
00:26:37
Magical Kingdoms Long Ago, which is your kind of
00:26:39
classic fantasy,
00:26:42
thing. and
00:26:46
kids. Oh, and pirates. Kids love pirates.
00:26:48
And kids kind of know
00:26:51
roughly what fits into each of those categories.
00:26:55
But, my all time favorite
00:26:57
character that my son came up with
00:27:00
is King Tyranno. Sneak. there is a picture of
00:27:03
him in the book. And
00:27:06
King Tyranno Sneak is ah, a robot
00:27:09
dinosaur. He has ah,
00:27:11
four arms because, when you are
00:27:14
five or six, the coolest thing you can imagine is not a
00:27:17
sword and a shield, but two swords and two
00:27:20
shields. Here he is. Is King
00:27:22
Tyranop.
00:27:23
>> Clint Scheirer: Yeah, look at that.
00:27:26
>> Martin Lloyd: and he is a ninja as well. Surprisingly
00:27:28
stealthy for a giant robot king. And he lives on
00:27:31
an island made of lava and all that kind of stuff.
00:27:35
so he doesn't fit into any of those worlds. But that was
00:27:38
exactly what my son wanted to be doing that day. was
00:27:41
the adventure with King Dyna Snakeak. So basically
00:27:44
by saying yes to all of that, we then ended up with this whole
00:27:47
new world and setting just for my
00:27:50
son. with
00:27:52
lava monsters, seas of lava with all these
00:27:55
kind of different robotic dinosaurs
00:27:58
hanging out in them. And
00:28:01
yeah, it was just a blast and absolute blast.
00:28:04
That again. and if you don't say yes to
00:28:07
things, if you say no, we're playing a pirate game. Think of a pirate.
00:28:10
then that's never going to happen.
00:28:14
>> Clint Scheirer: Yeah. Being open to where they lead.
00:28:17
>> Martin Lloyd: So all the pictures and things are there for inspiration.
00:28:19
There's now a fifth one. There's a fifth setting
00:28:22
in the big Book of Amazing Tales, which is Rescue City, which
00:28:25
is specifically for people who don't
00:28:28
want any violence in their games. so Rescue
00:28:31
City is's, a modern day
00:28:33
city. the suggestion is that your character would be a
00:28:36
police officer or an ambulance driver or
00:28:39
a doctor or a firefighter or something like that.
00:28:42
And Rescue City is a kind of place where disasters are happening all
00:28:45
the time.
00:28:46
>> Clint Scheirer: Very unfortunate city.
00:28:48
>> Martin Lloyd: Permanent, requirement for heroes to
00:28:51
come along and be heroic and solve problems and
00:28:54
whatever's going on. But these are problems that should not really be
00:28:57
addressed through violence.
00:28:59
>> Clint Scheirer: That leads me to another thought.
00:29:01
So, some children
00:29:04
have. I like to think of it as a superpower,
00:29:07
and neurological functions
00:29:10
that are different than maybe the mainstream child.
00:29:13
I am very close to having adhd. I do not, I've
00:29:16
been officially tested for it. But I have
00:29:18
tendencies of being
00:29:20
distracted. I have obsessive
00:29:23
compulsive disorder. I have been actually,
00:29:26
diagnosed for something like that. Think
00:29:29
of people on the autism spectrum.
00:29:32
and maybe you didn't necessarily build it
00:29:35
into the game. but what would
00:29:38
you suggest if somebody was playing
00:29:41
with a child who has one of
00:29:44
these superpowers?
00:29:45
>> Martin Lloyd: Pay attention. Ah, are they enjoying it? I think is the
00:29:48
key thing. And Watch for,
00:29:51
I guess if it's adhd, what's their attention span?
00:29:54
This is a game that you could play a meaningful game in five or ten
00:29:57
minutes. and if that's their
00:30:00
concentration span, then don't try and go
00:30:02
too much longer.
00:30:06
That sort of thing. I have had messages from parents
00:30:08
whose kids are on the spectrum saying this works
00:30:11
well for them.
00:30:14
but I'm not saying it's going to work well for every kid who's
00:30:17
on the autism spectrum.
00:30:19
>> Clint Scheirer: So how has this changed to you
00:30:22
being somebody who creates games
00:30:25
for all different types of children? how has it
00:30:27
changed your games or your approach to
00:30:30
learning and creativity?
00:30:35
>> Martin Lloyd: One of the things about Amazing Tales is it was a little
00:30:38
bit lightning in a bottle, Lightning in a bole.
00:30:42
I have written other games, they have not been this
00:30:44
successful. So I think there's an appreciation for
00:30:48
yes, you can kind of work out afterwards what worked and what made it
00:30:51
successful. And I did do plenty of
00:30:54
kind of research upfront. But
00:30:57
there is also that kind of
00:31:00
part of the success is luck. And I don't know
00:31:03
whether it's 20% or 80% or whatever, but
00:31:06
it's, it's a non trivial amount of
00:31:09
this is just down to luck. do you
00:31:12
have the right thing at the right time in the right way? How has it changed
00:31:15
me? I don't know. It made me a lot
00:31:17
more, maybe a bit more confident in my
00:31:20
GMG and playing just to kind of throw stuff out there and
00:31:23
go with it. And it's kind cool to know that you can sit down
00:31:26
with a bunch of kids and entertain them for half an hour and'll come away go. That
00:31:29
was amazing. Which is, which is quite
00:31:32
a nice superpower to have.
00:31:34
>> Clint Scheirer: I might go run and play Amazing Tales right after
00:31:36
this. My kids are going to come home from school and
00:31:39
I might binge the book and then go
00:31:42
make an adv.
00:31:43
>> Martin Lloyd: It's the length of time it takes to read a bedtime story. That was
00:31:46
kind of one of the design requirements was you had to be able to play a
00:31:49
whole game in the time it takes to get through a bedtime
00:31:52
story.
00:31:53
>> Clint Scheirer: I love that backwards design like
00:31:56
who am I doing this for? Instead of this is
00:31:59
what I'm doing now. Match the game, it's who am I doing this for?
00:32:02
And let's match the experience to who I'm doing this for. It.
00:32:05
That's just so cool. Try to come up with a 10
00:32:08
word phrase that really nails
00:32:10
down the core message of what you do.
00:32:14
it can't be less than 10 words. Some people come at me and they're like, well,
00:32:17
I did it in seven. No, it has to be 10 because that forces
00:32:20
the economy of words.
00:32:21
>> Martin Lloyd: Just came up with eight, I think.
00:32:24
>> Clint Scheirer: add some articles in there.
00:32:25
>> Martin Lloyd: It's all about what you leave out, though.
00:32:27
>> Clint Scheirer: All right. If you were to give us
00:32:30
10 words in a phrase that could
00:32:33
help people understand tabletop RPGs, kids
00:32:36
RPGs, anything that you feel is super
00:32:39
important for somebody who's listening, the listener, to take away
00:32:42
with them and integrate into their own games.
00:32:45
What would that be?
00:32:46
>> Martin Lloyd: Let's see. Listen to your
00:32:49
players. That's four, say yes.
00:32:52
That gets us all the way up to 6. Have
00:32:55
fun. And, cut
00:32:58
things.
00:32:59
>> Clint Scheirer: Yes, I like that last
00:33:02
one.
00:33:03
>> Martin Lloyd: Maybe I cut things in a bit earlier.
00:33:06
>> Clint Scheirer: Yeah, Here, I'm gonna recap it. It says
00:33:09
you said, listen to your players. Say
00:33:11
yes, have fun, cut things.
00:33:14
Is there anything we're missing, Martin? Is there anything else
00:33:17
that you feel you want toa talk
00:33:19
about before we leave?
00:33:21
>> Martin Lloyd: Maybe a couple of things. So, yeah, and I think
00:33:24
this is. I'm going toa mention
00:33:27
this from a sort of designer frustration point of view.
00:33:30
but you mentioned Guy earlier and the group I played
00:33:33
in with Guy and a few others. we
00:33:36
always made an effort to play the game as it was written in a
00:33:39
rulebook. Like, someone's gone to the trouble to write
00:33:42
this game. We're gonna go to the trouble to play it properly
00:33:46
was our approach. So if there
00:33:49
was a subsystem for chasers, we'd have a chase and we'd find out.
00:33:52
But we tried to play the game that was there and to lean into
00:33:55
whatever it was trying to do.
00:33:59
I often come across people who
00:34:02
say, oh, I've got amazing tales to play it with my kids.
00:34:05
And then they'll send me an email and they'll say, and, along
00:34:08
the way, I thought you might like to knowice. I've added rules for hit
00:34:10
points. And, I've put a thing in
00:34:13
so that the monsters roll dice now.
00:34:16
And, I've added a D4 and a D20
00:34:19
and we can have critical hits.
00:34:22
And,
00:34:24
I don't mind people doing that as long
00:34:27
as they've tried it first
00:34:30
the way it was written. So from a designer's point of view, it's kind of
00:34:33
frustrating that someone's come in, looked at my game and gone, you know what? I'm just going to
00:34:36
make it like all the other games without even trying what you've
00:34:39
done. Now I'm Going to fix everything.
00:34:41
but then I sort of reflect on that as a player and I'm like, you know
00:34:44
what? All these games I have on my shelves
00:34:47
have similar things and there are
00:34:50
mechanics in there like, oh, that just looks like too much complication.
00:34:53
so a good example might be if you've come across
00:34:56
Cubicle 7's Imperial Maledictum game, which is
00:34:59
a Warhammer 40K thing. Your party is supposed to
00:35:02
have a patron and they have rules for factions
00:35:05
and that kind of depends on who your patron is and what your career
00:35:08
is and so on.
00:35:12
it would be really easy to play the game without any of those
00:35:14
things, but it is
00:35:17
probably. They put a lot of thought into that. So it's
00:35:20
probably better to do that, to actually say, know
00:35:23
what? Before we throw all these rules out, let's put them all in.
00:35:25
And, let's see if it's fun to say, well,
00:35:28
actually I'm really well connected with the Adaptus
00:35:31
Ministerum so I can get this easily.
00:35:34
Whereas, oh, you, they won't even let you in
00:35:37
the building. and to have those kind of dynamics in the
00:35:40
party. So,
00:35:42
yeah, play the game that the designer
00:35:45
wrote, then start changing stuff.
00:35:47
>> Clint Scheirer: Why do you think people do that? Changing it?
00:35:50
What's your thoughts?
00:35:51
>> Martin Lloyd: Part of it's just habit, I think.
00:35:54
like I was saying about kind of there are things you expect games to
00:35:57
have, or maybe not
00:35:59
have. so
00:36:02
people say, oh, well, this game hasn't got any hit points for the
00:36:05
monsters, but that's a thing. So it would probably be
00:36:08
better if it did. So I'll just put those
00:36:11
in. So part of it is, I think, just
00:36:13
people wanting to make things look like the thing they're familiar with.
00:36:16
Part of it is maybe just not
00:36:19
wanting to learn new stuff or push or
00:36:22
lean. Take the time to understand a thing and lean
00:36:25
into it. It does, we found,
00:36:28
require a bit of a group effort, maybe a bit more of an effort than
00:36:31
some groups are willing to make. Because
00:36:34
if you have a group who are very much in the GM is going to
00:36:36
entertain us mode and then the GM
00:36:39
says, this game comes with a bunch of funky
00:36:41
mechanics'yeah. Your
00:36:44
session'going to go a lot better if everyone makes the effort to try
00:36:47
and understand how those work. If your
00:36:50
group you're playing with isn't going to do that, then,
00:36:54
yeah, that's going to be tricky.
00:36:55
>> Clint Scheirer: Maybe suggest playing a different game or
00:36:57
doing what's normal maybe.
00:37:00
>> Martin Lloyd: It is a huge, wide and varied hobby
00:37:02
and I think that's what I love about it is
00:37:05
that there are games literally for everything.
00:37:09
more games now than I will ever manage to play. When I got into this
00:37:12
in the late 80s, early 90s,
00:37:15
it was just about conceivable that you could be like, I will play
00:37:18
everything at least once.
00:37:21
one session of every W playing game has ever been published.
00:37:24
but that is clearly no longer possible.
00:37:28
>> Clint Scheirer: What else? You said there were a few things.
00:37:30
>> Martin Lloyd: Work on being a good player. I think it's There's so many
00:37:33
books written. Ah, or well, not so many. There's quite a lot of books
00:37:36
written about how to be a good gm. I'm not aware of any books
00:37:39
that have been written about how to be a good player. which is
00:37:42
weird because if you've got five of you around the table,
00:37:45
80% of you are players,
00:37:48
well, 100% of your players. But four of you are responsible for
00:37:51
player characters. There's only one game master. Work on being a good
00:37:54
player, sharing the spotlight, passing things around.
00:37:56
Take some responsibility for knowing the rules that apply
00:37:59
to your character. If you're playing a mechanically heavy
00:38:02
game, don't turn up
00:38:05
and say, what's the name of my character again?
00:38:09
>> Clint Scheirer: Martin's number one pet beef.
00:38:11
>> Martin Lloyd: That's just soul destroying. If you're the game master, I am
00:38:14
dead inside. I've created this whole world. I've written a
00:38:17
scenario, I've got ideas
00:38:20
and yeah, what else would I talk about? I d talk
00:38:22
about genre being important. So that hangs in with
00:38:25
the design thing, the start like what you put in and what you leave
00:38:28
out is important.
00:38:32
does your game have rules for personal
00:38:34
relationships? Some of them do. And those,
00:38:37
those then become very different games to the games that don't and
00:38:40
do things deliberately.
00:38:42
I think like quite a lot of people. I like quite
00:38:45
a cinematic style of GMing. So I'll often describe
00:38:48
what the camera panning in or set a scene
00:38:51
kind of as if I was describing a movie I was watching.
00:38:54
But you can take that a little bit further and think kind of, you know, what kind
00:38:57
of thing am I making? What kind of pace is this going to
00:38:59
be played at? and that sort of thing. So I run
00:39:02
a Dungeons and Dragons group for my son, and his friends.
00:39:05
He's 14 now. We had a session the other day
00:39:08
where I was like, you know what? I know that only one of them has seen
00:39:11
Fury Road. So this is where we're
00:39:14
going. We're have like, we're going toa end
00:39:17
up with the monsters chasing people around on
00:39:21
chariots and that kind of stuff. And we're going toa do the whole
00:39:24
thing. And as it turned out we ended up one of
00:39:26
their characters got captured and we ended up with
00:39:30
them sort of dangled in front of
00:39:33
the two bears that were pulling the bugbears
00:39:35
chariot as the kind of carrot on a
00:39:38
particularly nasty looking stick
00:39:41
so it could hurtle after them.
00:39:44
and it all got really quite Mad Max. and that
00:39:47
was great. And afterwards they said wow, that would have been such
00:39:50
a good movie. That scene at the end. That would have.
00:39:53
That whole fight would have been such a good thing in a film. It's like
00:39:56
yes, that is exactly what we were going
00:39:59
for. So yeah, don't be shy of
00:40:02
leaning into that kind of thing and shamelessly stealing
00:40:05
from movies.
00:40:06
>> Clint Scheirer: Martin, thank you for being on today.
00:40:09
If people wanna learn more about Amazing
00:40:11
Tales or anything that you do,
00:40:14
where can they find you? Where they, where can they find your
00:40:17
works?
00:40:17
>> Martin Lloyd: Yeah, so the website is
00:40:19
amazing-taless.net
00:40:22
so
00:40:22
www.amazing-talails.networks.
00:40:26
i am no longer on social media
00:40:29
pretty much. I think that's not a decision I
00:40:31
regret.
00:40:35
you can also search for it on Amazon. that will turn it
00:40:38
up. Studio AH2 as a distributor. They
00:40:41
will sell it to you direct if you would rather not give Mr.
00:40:44
Bezos any money. Drive through RPG as well. You
00:40:47
can get PDF copies on drive through RPG and there's a whole load of free
00:40:50
stuff there as well including a quick start which includes the whole
00:40:52
rules and there's a set of about
00:40:55
30 scenarios you can get which are
00:40:58
all one page things. those are free to download as
00:41:01
well but there is a suggested contribution to charity.
00:41:04
>> Clint Scheirer: I'll make sure that I put that in the show notes so people can check
00:41:07
it out and support the great thing that you've created. So
00:41:09
awesome. Well, thanks again Martin. Thanks for being here. I'm so
00:41:12
grateful that you gave me your time and hope to
00:41:15
interact with you in some way, shape or form. Even though we're halfway across the
00:41:18
world.
00:41:18
>> Martin Lloyd: From each other, I'm available and let's stay in
00:41:21
touch.
00:41:21
>> Clint Scheirer: Thanks again Martin for creating a way that parents and
00:41:24
children can go beyond D20 & D and connect playing tabletop
00:41:27
role playing games. Don't forget to look in the show notes if you wantna
00:41:30
grab your own copy of Amazing Tales. I promise your
00:41:33
4 year old will thank you.
00:41:35
>> Martin Lloyd: I'm good at this.
00:41:37
>> Clint Scheirer: Please hit like or subscribe if you liked what you heard today. If you
00:41:40
listen on Apple podcast or Spotify. Give us five stars.
00:41:43
Leave a review and may you keep having fun as you
00:41:45
tell amazing stories or amazing
00:41:48
tales through tabletop role playing games.

