Skip to main content

No Thank You Evil Hack - 3 Wishes

No Thank You, Evil! (NTYE) by Monte Cook Games (MCG) is a lot of fun. It's designed for kids, but they let adults play too. I've had the opportunity to play it adult-to-adult and to run it for mixed groups and I love it.

Like all games I love, I want to do more with it. There's  a Netflix show called True and the Rainbow Kingdom that is incredibly popular with our kids. The premise of the show is that the protagonist, True, a young girl who lives in the Rainbow Kingdom, solves problems that occur with the help of magical wishes, each of which is a tiny being that reminds me of a Pokemon. They all have names and special powers which are useful in different situations.

In NTYE you get 3 Treats at the start of the session, which you use to ask your Companion to deal with problems. The Companion is a Robot Dog, a Big Bad Wolf, a Little Sibling, etc. and they are the conduit through which players access Cyphers, a staple of MCG designs. These are always fun and creative ways to deal with problems that are outside a character's abilities and are highly mutable. In my opinion, a goal for a MCG session is to use all of your Cyphers.

So instead of a Companion, I want to arm each player with their three Treats and tell them they will get 3 Wishes. To use a Wish, they have to hold up their Treat and say what the Wish they are asking for is. A Wish has a name that relates to its function, and a power. For example, a Wish on True is Pom-Pom, a wish that makes whatever you say much louder, like a megaphone.

During the session, I plan to introduce a main problem that the players will try to solve and a number of smaller obstacles on the way. To solve the problem, they need to deal with those obstacles as they become evident. In an episode of True, the protagonist usually discovers the problem, then asks for her wishes and returns to solve the problem.

Here is my example scenario: It is a super hot day. The gumdrop tree on Sunshine Hill is so hot that its gumdrops are melting and running down the hill making everything super sticky. On the hill along with the gumdrop tree is a bicycle racetrack and a super slide that goes all the way down to the bottom.

Main problem: Sticky gumdrops due to heat
Additional obstacles:
  • Bicycles stuck on track, possible traffic jam or accident
  • Super slide is not slide-y
So if you had 1 player and 3 wishes, they could use their wishes to:
1. Cool down Sunshine Hill, stopping the sticky gumdrops
2. With the gumdrops cooled, the residue on the bike track and slide becomes hard. They could have a candy-eating wish, a smashing wish or some other way to deal with the gumdrops.
3. Someone could be in peril. They might be riding their bike towards a barrier or their could be stuck on the sticky slide. A wish that saves them by roping them in, lifting them up, creating a bouncy trampoline, or some other way to save them.

I think it would be a great chance to emphasize creativity and reward originality to let them deal with the problems in the way that sounds best to them. If something seems really difficult, they could have to roll a higher number. The ability pools and point-spending system of NTYE gives a very flexible way to deal with difficulty that kids seem to like and appreciate. I also find it very common at our house to have kids give each other points to  pay the cost of their rolls. I love that.

So if you want a fun hack for creative kids to play NTYE  in a new way, try this and tell me what you think!

Comments

Popular posts from this blog

Dragon's Pool

Here's a pitch for a new game setting for D&D I'm working on. First, I recommend you read Shadow of the Fox by Julie Kagawa. I'm enjoying it a lot; it's a fantasy Japan with a lot of great characters and fun over-the-top fantasy. The Dragon's Pool is an Asian-inspired setting that focuses on the mystical and magical. Long-term goals are to zoom out and see the lands of China, Korea, Mongolia and southeast Asia (Malaysia, Thailand, Indonesia). Short-term, Dragon's Pool will focus on a mythic Japan and the sea that surrounds it. Some of the homebrew topics I'm dealing with are the yokai (monster) races of Kitsune and Tanuki and a lot of mapping D&D Classes and Archetypes to Asian tropes. You can follow along for more and also check out the World Anvil page at https://www.worldanvil.com/w/dragons-pool-hans

HP in Genesys - Archetypes

I like Harry Potter. It's something I can share with my whole family, because everyone is a fan, so it's a constant interest of mine to see Harry Potter and the Hogwarts world in RPG systems. Genesys seems like a very good candidate for this. It has a very open magic system that seems like it would work well with HP. Something I enjoy about the idea of Genesys is the narrative dice system. My goal in creating an HP game is to have a co-GM game where my wife and I can play without feeling the burden of creating stories rests on either of us. I'm also happy that Genesys uses incremental (non-level) character gains. It seems to me like it fits the HP model well. So running down character creation step by step in Genesys, first you need a Background for your character. This is more descriptive than statistical. You answer questions about your character's life and upbringing pre-game. In my HP example, I want to start with Year 1 Hogwarts students, so the Background w...

Describing difficulty to players

Describing difficulty to players Some RPG games have player mechanisms that affect success. In D&D there's Inspiration, Advantage and a number of race/class abilities that can affect rolls. In Numenera and all the other MCG games you can spend from your Ability Pools to affect success. In Star Trek Adventures you can spend Momentum, use Talents, use Foci, etc. Some games like Apocalypse World tell the players exactly what they need to succeed: 7-9, 10+, etc. But for these other games you need to know what your target for success is to play the game in the best way possible- which to me, means have fun, feel like you have knowledge and agency in game). Explaining the rules to players is a part of the job for anyone inviting others to play a game. You can tell them to read the book, recommend they check out an article, or do anything beforehand, but at the time the game is taking place, if you want to run the game, you have to help players engage with the rules, includin...