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This playkit contains everything to play a 'kids & monsters' RPG game. The rules are only 11 pages, and contain everything you need to know to play the game -- skill tests, combat, rest, and the all-important bond between kid and their monster.

Rules for character (and monster) creation are absent, but the kit comes with five pre-generated kids and nine pre-generated monsters to choose from.

The system is a trait-based dice pool mechanism, with skills and items adding dice. There's also a nice advantage/disadvantage mechanic which increases or lowers the target value for the roll -- very powerful with larger dice pools! The system reminds me a bit of the 'Year Zero' engine, but that may just be my own inexperience with such systems.

One thing that is missing from these pages (which I hope gets more fleshed out in the full game) is to ask the players to think about how some of these things look 'in the fiction'. Especially in the case when using Bond Points, which is a very valuable 'currency', there is the opportunity to narrate how the teamwork of the kid and their monster overcomes the adversity they are facing, which is very much 'in genre' and can serve to firmly establish the tone of the game setting.

The kit concludes with a 10-page adventure for groups to dive right in. It has a good mix of social situations (interacting with the monsters, who can speak and are sentient), exploration across the various locales and combat against the negative miasma from a meteor.

I can see groups using the first part of the playkit as a handy rules reference in the future, even when the full game has been released.

Wow, thank you so much for this thorough review! I'm very glad to have the feedback, and hope you look forward to the full version.

There is certainly more ground-level guidance towards roleplaying and narrating in the full version, and I think your point about putting a focus on that with things like Bond Points makes a lot of sense!