As discussed in episode 86 of the Gauntlet Podcast, I have been using streamlined PbtA rules to play "Dungeon World" with my boys since they were three years old. Here are those rules. It is an even more simplified take on World of Dungeons, with thanks to John Harper.
- Select a playbook from a PbtA game. Talk with your players about what that character generally excels at; or
- Select a familiar character from pop culture.
The characters have whatever they would reasonably take on an adventure.
The Player Move
When a character makes a risky attempt, roll 2d6. If everyone agrees the character would excel at this task, instead roll 3d6 and ignore the lowest die.
On a 10+, the character succeeds, and the player describes the result.
On a 7-9, the character generally succeeds with a complication.
On a 6-, you make an MC move.
Alternatively, we sometimes use rock, paper, scissors to resolve rolls when traveling or waiting in line. If the player wins, it is a full success while a tie is a partial success. If the player loses, you make an MC move. If everyone agrees the character would excel at the task at hand, then the player can request one rematch on a partial success or miss.
Use the MC section from a PbtA game that fits your expected setting. Remove any MC Move that inflicts harm on the players.
Rather than injuring the kids' characters directly, I threaten their allies, equipment, and goals.
- Adversaries don’t have hit points. They are overcome when it makes narrative sense for the kids to prevail, but only the weakest willed adversaries will be overcome by a single roll; or
- Give each adversary a value between 1 and 6. When the Player's Move could fictionally hinder the adversary, on a 10+ subtract 2. On a 7-9, subtract 1. The adversary is overcome when the number reaches 0.