This month I was able to travel back to my Home and Native Land for an Alumni Awards Gala at my alma matter. It was an interesting chance to reflect back on who I was as a young student and how my life has changed since. My main takeaway from revisiting the campus was that the trees had all gotten a lot bigger! They also made this nifty little introductory video. If you’ve ever wanted to catch a glimpse of my workspace or home, this is your chance:
This weekend, we had an impromptu Last Unicorn party with my daughters and their similarly-unicorn-obsessed friend. We watched the movie, of course, but there was also dress-up and a tabletop RPG session, which I ran for them. My kids are 3 and 5 years old, and it can be challenging to teach certain board game mechanics to kids so young (especially when they can’t yet read). Over the last year, I’ve come up with a few rules that have helped games with young players.
We’ve been using the fantastic Mice and Mystics as our base game. I love it because it looks like Redwall and has pretty child-friendly theming: the scariest monsters they will encounter are giant spiders and centipedes.
Along the way, we’ve developed a few house rules that keep things moving for young kids. I thought they were worth passing along:
- Use a Dice Arena — kids are sloppy with dice, and this keeps things from knocking over board pieces. We use shallow Tupperware container, nothing fancy.
- Kids Get Unlimited Movement — Turns out it’s hard to explain to a three year old that her character can’t get far enough away from a Warrior Rat to stay alive. So now I let them move as far as they want. The monsters that I control have speed determined by dice.
- No Defense Rolls — Defense rolls are sort of counterintuitive because they’re passive — all it does is augment the aggressor’s damage. The game moves much faster if you just roll and apply damage without worrying about defense. (To simulate armor, just give more HP.)
- Re-Rolls and Healing — In Mice & Mystics, each die has a piece of “cheese,” which they can spend to use special powers. My kids can’t read the special power cards, so I just made a rule that they can always spend cheese to re-roll. This helps the kid with bad rolls to not get too discouraged. I would also let them spend the cheese to heal damage, which was essential because rule #3 meant monsters deal a LOT of damage!
- Add Candy — A recent change that was a BIG hit was to replace the little “cheese” tokens with mini-marshmallows, which they have to eat when they spend them. It actually created some serious “marshmallow test” drama wherein they had to decide between eating and saving this valuable resource.
- Stabilize Between Encounters — After each skirmish, I make the kids explore the room and always ensure that they discover a cache of marshmallows to heal themselves. This was also a way to make sure the player who was a little more harassed or left out had a chance to have a big win: they were the one who managed to find the hidden stash.
- Keep it Short — Tabletop RPGs often skew long, but I’ve found that a 30-40 minute session works best. Really, this is all about seeding a board game addiction, and the best way to do that is to leave them wanting more.
Hi all! Just wanted to put up a quick post to share that I recently wrote a book review for the New York Times! I was asked to review two British fantasy imports, The Song from Somewhere Else by AF Harrold and The Apprentice Witch by James Nicol. The two books were very different from one another, and it was a real challenge to find a way to tie them together with a single idea. Here’s how I opened the piece:
The landscape of fantasy storytelling is changing rapidly. “World-building,” once the exclusive domain of fantasy novelists, is now a term more closely associated with movie and video game franchises. Special effects now rival anything we could imagine while reading on our own. And so perhaps fantasy literature will be forced to do what every medium must when challenged by something new: adapt. Just as the still camera set painting on a path toward abstraction, fantasy literature seems poised to move away from virtuosic world-building toward more interior and language-based storytelling — the sorts of things books do best.
To hear what I thought of the two books, I invite you to click the link to read the entire review. It was incredibly fun and far more challenging than I anticipated. I hope to do it again some time!
I had a young writer ask me for advice on how to weave exposition into her fantasy story. The “infodump” is a hurdle for every worldbuilding storyteller. Readers need to know certain things about the world, but they don’t want to be bogged down with endless exposition. I figured my answer might be worth posting here …
This month, a remarkable children’s book was released into the world. I’ve been a fan or Laurel Snyder’s writing for many years, but her latest book Orphan Island is on a different level. This is the sort of book that keeps other authors up at night. It’s THAT GOOD.
A summary from Goodreads:
On the island, everything is perfect. The sun rises in a sky filled with dancing shapes; the wind, water, and trees shelter and protect those who live there; when the nine children go to sleep in their cabins, it is with full stomachs and joy in their hearts. And only one thing ever changes: on that day, each year, when a boat appears from the mist upon the ocean carrying one young child to join them—and taking the eldest one away, never to be seen again.
I was asked to provide a blurb for the back cover of the book. Here’s what I said: “Orphan Island is a masterpiece—both timeless and immediate. Snyder’s book, like the island within it, contains all of the joys, wonders, and terrors of childhood. Every young reader needs this book; every grown reader needs it even more.”
GO READ IT!