My kids are 4 and 2. I decided I wanted to try playing a game with them.
I based it off the games I remembered playing as a kid, where we drew mazes and littered them with drawings of monsters or obstacles requiring specific items elsewhere in the maze.
The rules for this are very simple. Mostly, rule 0: whatever daddy says is how it happens. But then I typically resolve things by making them roll a d3 or d6 and get a number, or do opposed rolls. On opposed rolls, I use step dice: usually a d6, but maybe a d8 or d10 if someone is very strong.
To make the dungeon.
I wanted it to feel like the dungeons I played as a kid, like it came out of a maze book. So I came up with this process for making the dungeon.
1. I went to this maze generator, and made a maze. I used 10x10 for this simple dungeon, for the little ones.
2. I went through the maze, and circled all of the junctions (shown above, after my 4yo solved it in crayon). Make sure you can see the lines through the other side of the paper. I was trying to do this one the map until I realized...
3. Turn the paper over. Trace out in pencil the outer wall. At each junction (seen through the other side) put a 3x3 box. These are the seeds of rooms. If any overlap, let them connect.
4. Fill in all of the wall of the maze that are not in a room.
5. Draw the rest of the owl. Put doors to connect rooms, add walls where it seems right, drop walls where it makes more paths, and make sure there is a way to the end.
6. The real fun. Add the obstacles and encounters. Keys work, but don't overdo keys. Other ways to block off forward progress and require back-tracking:
- things covering a door or hall that require an items to clear away (vines: sword, rocks: shovel)
- darkness (requires a light source)
- monstrous obstacle (a troll sitting on a bridge refusing to let you pass)
You can see how mine ended up.
Dungeon Key:
- Start: at the "S". You are outside a big house in the woods. A nice path leads up to the door. There are pretty flower bushes beside the door. Do you knock? (If they do, they can distantly hear Nutters telling them to come in)
- Foyer: You enter and there is a hatrack, with a Hat and an Umbrella. The Umbrella can be used like a wooden sword, or it can protect you from the bees in the Tree Room.
- Nutter's Room: a friendly squirrel, who invites you in and asks you to stay and chat. He can give some information about the dungeon, but demurs a lot, saying he's just a squirrel and doesn't like his room mates. He regrets that he can't offer you anything to eat, but notes there is a Tree in the house with delicious acorns. He gives the unclear directions to go down the windy hall, then open the door, then go down the other windy hall, then open the door at the end. Nutters tells you there is a delicious Birthday Cake in the kitchen, which is in the top left corner. If the players bring him enough giant acorns from the Tree for everyone to share, he will invite them to have some with him, and after eating, will give the players his Flashlight.
- Snake's Room: the door to the Snake's room is locked. It needs the Red Key. The Snake greets you, "Hello, Lunch!", then immediately attacks.
- Tree Room: from outside the door, you can hear buzzing bees. Inside the room is a giant Oak Tree. You can see in its branches exactly enough acorns for the whole party and Nutters. An additional acorn is on the floor. There is a hole in the oak. The bees will ignore the players, so long as they don't try to climb the tree. Inside the hollow of the Tree is... not sure, you decide.
- Dark Hallway: you can't see, so you can't find your way. To walk down the hallway, you have to roll a d6. On a 5 or 6, you move forward to the next circle. On a lower, you accidentally stumble back to the beginning. If you find the Flashlight you can walk down the hall without rolling. With the Flashlight, players notice the Light Switch on a 5 or 6 just passing by; if the Frog has told players where it is, they find it automatically; but without the Flashlight, it is impossible to find.
- Spider Webs: the hallway here is so covered in spider webs, players can't move forward. If they have the Sword, they can cut through the webs. Maybe there's another way through the webs?
- Toadstool Room: The lights are also out in this room, which is dominated by a giant glowing toadstool. It gives off a faint blue light. Underneath it is a friendly Frog. He came here after the Spider turned the lights off, because the toadstool provides light. He's too scared to leave the room, but tells players how to find the Light Switch. If you turn on the lights, he hops out happily, and lets players know there is a Sword in the corner of the room (or players can now see it with the lights on).
- Spider Room: The Spider lives here. He will be very mad if the players have turned the lights back on. If they give him the Hat (from the Foyer), he can cover his eyes and feel better. Or, the players can fight him. Either way, he gives the Red Key.
- Troll Bridge: Players opening the door see a wooden Bridge on the other side, over a river flowing through the room. If they walk across the Bridge, the Troll will immediately shout, "Who's That Trip-Trapping Over My Bridge!", jumping out from underneath. They can fight the Troll, or try to find some way to placate it to let them pass.
- Snake Hallway: There is nothing special about this hallway, except that players walking to the dead end can find the Whistle. Blowing the Whistle forces the Dragon to cover its ears, dropping the Blue Key around its neck.
- Dragon Room: In this room, there's a dragon. The door behind it is locked with a blue lock and needs the Blue Key The key is around the Dragon's neck.
- Kitchen: This is where the Cake is. It was originally a treasure chest (as in the drawing), but my kids are more motivated by birthday cake. So I changed it to a birthday cake. The F is the exit.
Some details about the game:
We play on a big white board. They each have a token, which they have to move to show where they are. I draw things with dry erase markers as we go. Sometimes, it's more fun to let them draw things, like adding their own rooms or their own paths. They enjoy the drawing aspect a lot, mixed with the pretend aspect. They also enjoy talking to the friendly animals, so don't downplay the NPC interactions.
Each player has three Hearts. If they lose all of their Hearts, they are out of the game. Next to their hearts, I also draw whatever item they have. It's important to track who actually has which item (like the Flashlight) in case the party splits.
My wife played with them, because otherwise they do lose focus too much. It's enough like their usual pretend that they aren't totally lost, but also enough like it that they easily forget there are actual rules and an objective. They are probably too young to strictly play this kind of game, but they do have fun playing it, and keep asking for it.
This looks really small, but it took them hours just to get the flashlight. They kept wanting to talk to Nutters, and kept wandering in the darkness instead of facing either the bees or the troll.
As I'm sure everyone knows, just because the key says "this is how you solve it," doesn't mean that's the only way to solve it, or what the players are going to do. Reward and work with whatever they try to do, letting them play it out and roll if necessary.
My recommendation for really little kids:
I like this method for making maps, and I think the rules and Zelda-like maze logic is good for younger kids. The rules are simple enough (listen to what daddy says to roll and what number you need).
But my kids are really little. I think they have more fun with a more free-wheeling fantasy kind of game I tried earlier, where we just ad-lib things. I start a room, they draw something, then I finish it. Then I draw unexpected monsters leaping out, or animals. We played one where my son drew stairs going "up ad up and up and up," and i finished them at a bell tower with a giant bell. He rang the bell. I made sure to make a loud "BONG!" sound, and bats flew all around him. He rang it three times, and it woke a giant, who smashed the tower then picked up the dungeon, ready to eat the players. Dice rolls are mostly about reading the numbers and working out which is bigger.
Anyway, happy gaming!