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(+1)

This looks great, but I would deeply appreciate if you could post a game on YouTube or something. And I explain It why. I am trying to play the game with my 6 year old boy loves drawing and has great imagination, but by explaining the "rules" he is not getting it right.

(+2)

Thanks for this feedback and the interest in this game. I am not set up for YouTube.

Here are some ideas (not fully understanding or meaning to address your specific issues):

The main rule is turn taking. During the GM’s turn they put forth challenges and explain them. The player’s turn is to say what their character is doing to the challenge and draw something to represent that action. And then, the GM describes the consequences of that action.

-Perhaps getting your child to explain not only what he is doing for his action, but also what he expects the outcome of the action to be, will give you some hints about what he is trying to achieve, and what consequences to describe for the action.

-If your child’s goals for the challenge are not too dissimilar to your own, then the consequence of an odd Action could be to reveal something about the challenge to give him clues about what to try next.

-Go with it. This is designed to be a minimal game, and it admittedly relies upon tropes of the genre it is set in to understand how to move forward. The scenario on the back assumes the players will want to survive the dark forest and clear out the dungeon. If the adventure consists of making friends in the forest and making a cool club house out of the dungeon, that is way better.

-Another way to engage. Perhaps your child would like to take on the role of the GM? You could model interactions with the challenges he puts forth.

My main design goals were; to get people to draw and have fun, and maybe end up with a cool artifact to capture what happened during a gaming session (inspired by ‘the deep forest’/’the quiet year’). It was also meant to be open and free form.

I hope it goes well.

This is so imaginative