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    •  
      CommentAuthorGraham
    • CommentTimeOct 20th 2009 edited
     # 1
    For Nathan's competition, I'm writing a children's game called A Hatful Of Rabbits.

    I'm becoming interested in children's stories that journey into strange worlds, with a rather wonderful, magical feeling to them. The most obvious example is Roald Dahl's Charlie And The Chocolate Factory, but perhaps also C. S. Lewis' Narnia stories (ugh), Lewis Carroll's Alice In Wonderland and...wait...what's the other one I was thinking of...no, it's gone.

    But I'm confused what the game will actually be about. It's all very well being somewhere wonderful, but what do you actually do when you're there? I want to steer clear of moral lessons (definitely) and self-discovery (probably).

    So help me break it down. What are these stories actually about? Do you just explore the land or is something else going on?

    Respond slowly and thoughtfully, please.

    Graham
  1.  # 2
    The very basic young children's story is leaving home, encountering and dealing with mild peril, then returning home safe to parents.
    For older children the peril can be quite nasty, and they can return changed.
    • CommentAuthorGB Steve
    • CommentTimeOct 20th 2009 edited
     # 3
    Here's a link.

    The Water Babies is about dying and going to a better place.
    Alice just seems a fun nonsense story, an excuse for Carroll to poke fun at things.
    Charlie and the Chocolate Factory is a morality tale about how everyone gets what they deserve.
    Narnia is about how if you wear tights, you're going to hell. In essence the same as above but with Christian overtones.
    His Dark Materials is about killing god. It's also about reason overcoming faith.

    Many children's stories are about finding out about how the world works, growing up and coming of age. So, in essence, self-disovery and morality. Of the above, only Carroll seems to escape this.
    • CommentAuthorBill_White
    • CommentTimeOct 20th 2009
     # 4
    I just finished reading Dahl's James and the Giant Peach to my daughter. Here's a summary of the plot:

    James is a little boy who becomes an orphan and goes to live with his two mean and wicked aunts in an old house on a high hill, who make him work all day and never let him play with any other kids. One day, he's given a bag of magic crocodile tongues by a strange old man, but James trips and spills the bag by an old withered peach tree, which produces a single peach. The peach grows and grows, until it's as big as a house, and the wicked old aunts build a fence around it and charge admission. After all the sight-seers have gone for the day, they send James out to clean up the garbage that's been left. He finds a hole in the peach and crawls in. The hole is the entrance to a tunnel that leads to the stone, which has been made into a parlor where James meets bugs that have been transformed by the magic of the crocodile tongues just like the peach: a vaudevillean Centipede, a querulous Earthworm, a stuffy old Grasshopper, and more. The peach, grown enormous, snaps the tether holding it to the tree and rolls down the hill. It crushes the aunts and rolls all the way across the countryside and into the sea. James and his friends use Miss Spider's silk to lasso a flock of seagulls, which lift the peach into the air. They drift across the Atlantic Ocean, and see clouds occupied by cloud-people who make the weather. The Centipede makes the cloud-people angry, and they attack the peach. The friends manage to escape but are pursued all the way to the skies above New York City. When the last silk thread holding the peach to a seagull is severed, the peach plunges downward--only to be caught upon the spire of the Empire State Building. The people of New York, after a bit of initial trepidation, welcome James and his friends with open arms. There's a parade, and all the kids in New York eat the peach clean. All the bugs get good jobs in the city, and they put the stone in Central Park as a house for James to live, and kids visit him there all the time.


    So, in a peach stone: the hero experiences tribulations but withstands them through some combination of luck, pluck, and quick thinking, in order to get to the end of the adventure at which point he or she is rewarded with his or her dearest dream.

    You didn't hear me say monomyth.
    •  
      CommentAuthorGraham
    • CommentTimeOct 20th 2009
     # 5
    Oh, that's what I want, Bill.

    So here's what gets me with Charlie and the Chocolate Factory and, from the sounds of it, James and the Giant Peach. There doesn't seem to be any self-discovery. The main character is, pretty much, static from start to finish, progressing through these extraordinary worlds.

    At the end, he achieves his dreams (in Charlie and the Chocolate Factory, he goes from poverty to wealth), but doesn't essentially change. In fact, that seems to be the point. What is good about Charlie is that, essentially, he's the same person he ever was, unaffected by the strange worlds he sees.

    How do I do that, then? How do I make that fun to play?

    Graham
    • CommentAuthorGB Steve
    • CommentTimeOct 20th 2009
     # 6
    Well, typically in AD&D, the characters stay the same but get more money or power or some justification, but the fun is what happens along the way. And besides, didn't you say you wanted to avoid self-discovery?
    • CommentAuthorMark W
    • CommentTimeOct 20th 2009
     # 7
    You're tilting at a windmill. The essential function of children's literature (when it's not didactic, which you've explicitly ruled out) is consolatory. Everything will work out in the end, and you won't have to give up the things that seem to be threatened. They're thrill rides - the appearance of danger, but designed to leave you back where you started.

    If you don't want to do a children's story, don't. If you do, do.

    You can look a little older - YA fiction is all about change - but children's fiction isn't, as a rule.
    •  
      CommentAuthorGraham
    • CommentTimeOct 20th 2009 edited
     # 8
    Listen, I'm interested in exploring this idea. If you'd like to help me, I do welcome ideas; if you think I'm completely wrong, this just isn't the thread for you. Statements along the lines of "Children's fiction is X" will, I think, be pretty unhelpful.

    Do let me have further thoughts. How can I capture the feeling of those stories where you explore strange worlds? This is quite a puzzle.

    Graham
    • CommentAuthorBill_White
    • CommentTimeOct 20th 2009
     # 9
    The operating principle for Dahl seems to be, "Everyone ultimately gets what they deserve." Charlie is a good boy. James is a good boy. At the end, they get what they deserve. The odious children who accompany Charlie into Wonka's factory are not good children; they get what they deserve, too. I'm reminded of the discussion in The Dying Earth RPG where the author discusses how Cugel's fortunes rise and fall depending on how much and how recently he has behaved like a scalawag.

    So I could see a game that worked by confronting you with successive episodes of ill-luck or temptation to which your reaction amounted either to a demonstration of your pluck, quick thinking, and courtesy, or your limitations in those respects. Certain kinds of failure will move you farther away from getting what you want (because you no longer deserve it, if you ever did) while others, by forcing you to suffer the ennobling vicissitudes of fortune, get you closer.

    So, the outcome of any instance of play could be to position the character as (a) fortunate and deserving, (b) unfortunate but deserving, (c) fortunate but undeserving, or (d) unfortunate and undeserving. So, for example, Charlie begins the game unfortunate (poor) but deserving (a good boy). He wants the golden ticket, and he gets one, which now makes him fortunate but undeserving (it's a zero-sum thing at this point). He passes through the chocolate factory and, faced with temptations, resists, making him deserving again. Now, both fortunate and deserving, he gets what he deserves: he is appointed successor to Wonka as head of the factory.

    Now, since you want to avoid moral lessons, you can put some of that in the hands of the players, but that's a mechanical question.
  2.  # 10
    Static characters exploring bizarre worlds. What else are you looking for?

    Is there a single protagonist or do each of the players have one of their own? It seems like these literary sources are often from a single point of view and that might matter to execution of the game.

    Charlie has this rock-solid integrity as a personal foundation. It's the thing that gets him through each of the challenges he faces and on to winning the big prize at the end. I think it's reasonable to say that this attribute is a result of his poverty, so it's hard to extract the stuff you seem to like about it while leaving behind the moral lesson. Or maybe it is -- I guess you just have to try. Maybe your game is about setting up an arc of linked, bizarre situations and describing how a single fundamental strength sees the character through.

    When you say it's a children's game, you mean for children to play, right? Just kids? With an adult facilitator?
    •  
      CommentAuthorGraham
    • CommentTimeOct 20th 2009 edited
     # 11
    Yes, for children to play, with an adult facilitator.

    On the moral lessons and characters. All I want to do is avoid the following three, rather trite, types of stories:

    The child goes away, learns an Important Lesson and comes back Better.
    The child goes away, realises An Important Thing About Themselves (probably that They're Okay Deep Down) and comes back Better
    The child goes away, Changes In An Important Way and comes back Better


    If it's not trite, character development and moral issues are absolutely fine.

    Gosh, everybody getting what they deserve. I think you're right, Bill. That's a scary concept to frame a game around.

    Graham
    • CommentAuthorGB Steve
    • CommentTimeOct 20th 2009
     # 12
    One of my posts has disappeared, which is odd, it was about gaming with Simon's kids. Also my first post was before Simon but appeared afterwards.

    Which moral stories would you not consider trite? I mean, if you removed the word "Better" from each of your stories, would that be OK? Or replaced it with "Different", "More Experienced" or "Sad".

    Getting what you deserve is a moral lesson, although as I pointed out above, in Narnia which you don't like, it's overtly Christian. Susan discovers boys and tights and so is denied heaven (Narnia). Dahl's lessons are probably more secular, don't be greedy etc, but lessons nonetheless.
    • CommentAuthorBill_White
    • CommentTimeOct 20th 2009
     # 13
    Posted By: GrahamGosh, everybody getting what they deserve. I think you're right, Bill. That's a scary concept to frame a game around.


    But you know what's scarier and also happens to be true? You can't count on getting what you deserve.
    •  
      CommentAuthorBen Lehman
    • CommentTimeOct 20th 2009
     # 14
    It's important to realize that "comes back" isn't key.

    It's key to making the adults feel good, but it's not an important part of the children's story. As in, in Dahl's work, it doesn't happen at all (because Dahl doesn't give a fuck about making adults feel comfy.)

    An important theme is also coming out of an abusive environment into a loving family, and that family is not "normal" (it might be composed of giant insects) but it is more emotionally suitable than the abusive situation. James and the Giant Peach does this, so do several of the Narnia books, for certain definitions of "family." Matilda, as well.

    yrs--
    --Ben
    • CommentAuthorDavid Berg
    • CommentTimeOct 20th 2009
     # 15
    I'd love to play a kids game. You get to pursue curiosities in an environment full of them, with a safety net. It's not about performance or decision, it's about running around in a toy store.

    As GM, I'd probably try to define each setting element in two ways:
    1) the cool part of it that's apprehended immediately but is in some way confusing
    2) the hidden part of it that addresses the confusion upon interaction/investigation

    Y'know, like a flying cat with an upside-down face. You go, "Whoa, cool! Hi, flying cat! Why is your face upside-down?" And the cat says, "Because I traded my alignment for flight in a deal with the Saucy Deck of Cards!"

    Then hopefully the GM has some cumulative arc so that the player eventually feels sated, like they've explored the whole toy store. Like, everyone keeps mentioning the Deck, and you meet it, and it gives you the coolest present you've received and then sends you home.
    •  
      CommentAuthorGraham
    • CommentTimeOct 20th 2009
     # 16
    That's wonderful, Ben, thank you.

    I'm finding themes really useful. For example, that theme of the not-normal but loving family is superbly useful. By contrast, identifying central features isn't so useful: saying that children's stories are, for example, about resolving a moral dilemma doesn't help me.

    So, if you know of more themes, do tell me them. I'm especially interested in Roald Dahl's stories.

    Graham
    • CommentAuthorDavid Berg
    • CommentTimeOct 20th 2009
     # 17
    There's also the outward-facing "get better" story, where, instead of the kid protagonist improving, they improve the lives of those around them just by being themself. I think my favorite part of Spirited Away is all these witches and monsters basically learning to chill out and be nice when confronted with this adorable, good-hearted human kid.

    I guess GMing that would be similar, but instead of Tease->Reveal, it'd be Threaten->Console. Still sounds fun to me if the GM and I have a shared enough sense of what's entertaining.
  3.  # 18
    I don't know if it's useful, but it seems to me that there tends to be an amount of comic exaggeration of the negative in the "real world" parts of these stories (I'm reading the Harry Potter series right now, and the way that Harry is treated compared to his cousin Dudley in book 1 is a good example of this, or how poor Charlie is in Charlie and the Chocolate Factory). Once the main character passes into the fantastical world the exaggeration is more outward, and the main character is able to see the core of humanity underneath. Often, the child character is the one who points out the positive traits of characters that others aren't aware of (e.g. Dorothy in the Wizard of Oz).
    •  
      CommentAuthorDanielSolis
    • CommentTimeOct 20th 2009 edited
     # 19
    If it helps, I had a somewhat similar concept in mind for Happy Birthday Robot. A game about a single protagonist, using the naturally gonzo tendencies of collaborative fiction to create a strange world for that protagonist to explore in a game that usually lasts about 30 minutes. Feel free to crib anything you want from it if you like.
    •  
      CommentAuthorPaul B
    • CommentTimeOct 20th 2009
     # 20
    My favorite recent children's-wonderous-land story is Coraline. Coraline is dissatisfied with her boring life, has the opportunity to live an exciting life in a funhouse mirror-world, discovers that not all is as it seems there, escapes and then defeats evil, learns to appreciate what she had all along.
  4.  # 21
    Another Neil Gaiman movie, Mirrormask, follows a similar story.
    •  
      CommentAuthorPaul B
    • CommentTimeOct 20th 2009
     # 22
    Actually I've always really liked the "kid's imaginary world is comprised of reimagined elements from her real life" construct.

    The Fall, which features a children's story within the larger movie, uses this to GREAT effect. One of my favorite recent movies in fact.
  5.  # 23
    My goodness I love that movie so, so much.
    • CommentAuthorjoepub
    • CommentTimeOct 20th 2009
     # 24
    Hey Graham,

    I'm writing a fairy tale/fantasy adventure game about kids right now! Perhaps I can contribute some stuff.

    Posted By: Paul BMy favorite recent children's-wonderous-land story is Coraline. Coraline is dissatisfied with her boring life, has the opportunity to live an exciting life in a funhouse mirror-world, discovers that not all is as it seems there, escapes and then defeats evil, learns to appreciate what she had all along.


    Coraline has one of the scariest scenes in cinematic history. For reals.

    It goes like this: Coraline finds a tiny door in her house, wanders through it and pops out in... her house. Except, the boy in the painting looks happier, the wallpaper is shinier, and everything is unpacked. Her house, but better.

    She smells something, and wanders into the kitchen. There, she finds her mother cooking a roast chicken (but her mother never cooks! and it's night time!). Her mother wheels around, and reveals that it isn't in fact her mother... it's someone who looks like her mother, but has BUTTONS FOR EYES! (cue eerie music). She greats Coraline, and says dinner is almost ready.

    When Coraline points out that her mother doesn't cook (or something like that), she giggles. "Oh, silly... I'm your other mother." That moment is haunting! The scene is a bit too good, combined with being a bit off... You're left wondering why you're so terrified.

    It's the same as the ice queen offering Turkish Delight to the little boy in Narnia.
    That group of kids in the corner is only a little too pretty, and only a moderate amount of weird and insular.

    This is how you build horror, fear, tension, unease or conflict in a children's story: you present a situation that is a little bit wrong, and you conceal the ramifications. The situation is only a little bit wrong, which then invites the children in... to see the shiny rewards being offered (take your pick: chocolate and wealth, turkish delight, a new life, a magical voyage, never-ending fun and whimsy). The shiny reward is always prefaced by a tiny little promise that the child has to make... And inevitably it's here that the child considers the ramifications of that thing which is a little bit wrong, or probes into its wrongness and sees that the "rabbit hole" goes pretty deep... and if the child refuses to promise or explores the wrongness too deeply, then we see the true colours of the situation.

    Coraline loves her other family!
    The button-eyes are a touch disconcerting, and everything's a little too good to believe... but she gets delicious meals and everything! Other Mother even made it so that Other Wyborn can't speak and is always smiling, and he's such better company that way!

    Other Mr. B is a much better circus ringmaster than the real Mr. B, and the Other Actresses are much better actresses.

    And then Other Mother offers to adopt Coraline forever. All she has to do is... sew buttons over her eyes. No biggie.
    And when Coraline freaks out, she starts noticing things... Other Dad is under the complete control of Other Mother. Other Wyborn doesn't have the choice of speaking... the Other Mice are actually rats!

    Suddenly, she can't go home. Other Mother reveals her true form - a cackling, spindly witch. A great adventure is triggered! (and here the movie devolves a fair bit, into a mediocre "collect all of the power tokens" plot. W/e, it's still a rad movie.)
    • CommentAuthorjoepub
    • CommentTimeOct 20th 2009
     # 25
    That's a long post. In short:

    Good children's stories toy with our most immediate and naive perceptions.

    If you give us black and white, you need to gray it over time.
    If you give us gray, we need to explore it to isolate black and white.

    Horror and tension come from the presentation of something that's just a little wrong. Just a little too nice.

    A common theme is "make this tiny promise and I'll keep showering you with gifts".
    A common reaction to refusing this promise is a dire transformation into a true form - hideous, twisted, unlovable.
    •  
      CommentAuthorBen Lehman
    • CommentTimeOct 20th 2009 edited
     # 26
    I'm not convinced that Coraline is a good children's story.

    Lots of adults seem to like it. I've never met a child who liked it, though.

    But that's probably not a discussion for a public forum.

    edit: I have been corrected via whispers.
    • CommentAuthorjoepub
    • CommentTimeOct 20th 2009
     # 27
    Hey Ben, cool.

    I think Coraline does one thing brilliantly, and it's that middle section I'm describing "isn't everything wonderful here? don't you want to live here forever? What do you mean, things are a little unsettling?"

    I haven't talked to any kids about it.
    I also don't think the entire work is very good. The second half was tired and uninspired (at least, comparatively).

    But the part that I like, I really like.
    •  
      CommentAuthorPaul B
    • CommentTimeOct 20th 2009
     # 28
    Actually, a "what not to do for a good children's story" thread or conversation might be interesting.

    I've never actually talked to any children about Coraline. I wonder what they'd say about it? If it really isn't a good children's story (but it *is* appealing to the adult audience), why not?

    Oh oh oh! Another recent child's-wonderous-land story popped into my head: Miyazaki's Ponyo, which showed up over here with English dubbing this year. Weird show, very little-kiddie in some ways and WTF did I just see? in others. In short, though, it's not the kid going to the wonderous land, it's the wonderous landing coming to the kid. Net result is that everything about the kid's normal life is upended 'til things are set right in the world. Escalating chaos due to supernatural shenanigans (the kid is kind of a victim of circumstance in a Grimm's Fairy Tales kind of way), which can only be set right by the hero proving himself to an all-powerful authority that he's a good person.

    Hm. Arguably that's the takeaway for The Lion, The Witch and The Wardrobe as well, isn't it?
    •  
      CommentAuthorGraham
    • CommentTimeOct 20th 2009
     # 29
    Right, I am going to bed. This thread is really useful, so do me a favour? Keep focussed on themes and elements that occur in children's stories. Using particular stories as examples is good, but if it gets too much about one story, not so good.

    Here are other things I wanted to say.

    1. I like the obviousness of many children's stories. Who lives in clouds? Cloud-people. What do they do? They make the weather.

    2. As a connected thing, the GM-figure in my game will ask lots of questions. They'll be prescripted. "What does he deserve?", "And who lives there?", "And what do you find?". If you can think of any questions linked to a particular theme, do tell me. For example, "But something is slightly wrong. What is it?" would neatly capture Joe's theme.

    3. There was a third thing but I've forgotten it.

    Thanks again.

    Graham
    • CommentAuthorjoepub
    • CommentTimeOct 20th 2009
     # 30
    Questions:

    "But something is slightly wrong. What is it?"

    "What is this person asking, in return for their help?" or "What can this person offer you?"

    "Who's afraid of this person, and why?"

    "Where does this person get their power?"
    •  
      CommentAuthorNathan P.
    • CommentTimeOct 20th 2009
     # 31
    Graham, here's a thought thats more a technique that may or may not prove fruitful for you to explore. What if the result of play is to find out which of the children being played is the Main Character (in the sense that Charlie is the Main Character of CatCF, or Alice is the main Main Character of her stories or Milo is the Main Character of The Phantom Tollbooth).

    Speaking of, The Phantom Tollbooth has strong themes of "learning is Important" and "friendship is necessary to be happy", among other subthemes.
    • CommentAuthorjoepub
    • CommentTimeOct 20th 2009
     # 32
    Posted By: Nathan P.Graham, here's a thought thats more a technique that may or may not prove fruitful for you to explore. What if the result of play is to find out which of the children being played is the Main Character (in the sense that Charlie is the Main Character of CatCF, or Alice is the main Main Character of her stories or Milo is the Main Character of The Phantom Tollbooth).

    Speaking of, The Phantom Tollbooth has strong themes of "learning is Important" and "friendship is necessary to be happy", among other subthemes.


    A question, inspired by this:

    "Which of you is the leader in this situation?" could be one of those GM questions.
    • CommentAuthorGB Steve
    • CommentTimeOct 21st 2009
     # 33
    Posted By: joepub"Which of you is the leader in this situation?" could be one of those GM questions.

    That's a bit like going up to a bunch of giants and saying, 'I'm dinner for the strongest of you', and then standing back to watch the inevitable fight. Or perhaps it's only something that happens between siblings. But you have to watch out for encouraging comparisons between the children because they can get shirty about it. You also need to have a way of saying whose go it is and how that passes from player to player. One way of doing this might be to have only one die in the game. Once you've rolled it, it's the end of your turn.
    •  
      CommentAuthorsnej
    • CommentTimeOct 21st 2009
     # 34
    No one seems to have brought up fairy tales yet (real ones like the Grimm Brothers', not Andersen's fake ones). Of course most of these weren't originally created for children; but they've always appealed to them and have been fine-tuned for that audience over the past 100 years or so. Bruno Bettelheim's classic book "The Uses Of Enchantment" is an exploration of the psychology of fairy tales and how children react to them. It's an excellent book, if you can overlook the outdated Freudian perspective.

    You might want to look at the RPG "Grimm", which is all about dark/twisted fairy tales. It's definitely not for child players though; but some of the ideas might be inspiring. (The player creation stuff is great, with lots of classic present-day-kid archetypes.)
    •  
      CommentAuthorNathan H.
    • CommentTimeOct 21st 2009
     # 35
    "Who am I?" seems to be a pretty strong theme in alot of kids fiction, heck alot of adult fiction too.
    If I were you, I'd not create much of a character before play.
    No traits to start with other than maybe one surface trait(red hair, scrawny, poor)...nothing of any real depth.
    Use the world to form the character.
    The change in adult fiction is usually starting from somewhere...I was a teacher now I'm a solider.
    Kids fiction is finding out who you are in the first place.
    • CommentAuthorDavid Berg
    • CommentTimeOct 21st 2009
     # 36
    This isn't a theme, but it's a very common technique: personifying stuff. Inanimate objects, processes and concepts all become sentient -- sometimes as humans, humanoids, thematically apt animals, or just inanimate objects with faces (or just mouths).

    Another technique: what things feel like is now what they are. A kid who's afraid of cars will encounter fairyland cars with big, sharp teeth. Bad words have curse powers, scary tasks involve precipices, etc.
    •  
      CommentAuthorNathan H.
    • CommentTimeOct 21st 2009
     # 37
    Graham, have you played Psi*Run?
    It may be neat to have players create character's by filling out one statement/belief(I Am Fat, I Am Ugly, I Am Small, I Am Dumb, I Am Poor)along with one question(Why did Mom die? Why don't the other kids like me? How did I get here?).
    You could use the statement/belief maybe like Hit Points?
    I see the belief as something that'd be tested, while the question would be worked towards.
    •  
      CommentAuthorGraham
    • CommentTimeOct 21st 2009
     # 38
    I think I want to steer clear of identity issues. There'll obviously be identity issues in there, like there'll be moral issues, but I don't want that to be my starting point. Both of them are so cliched: you find out Who You Are or you learn An Important Lesson.

    I'm almost definitely going to make this a game about People Getting What They Deserve. I love that. It's so dark. I'm leaning towards Rabbit Magic (because, obviously, the rabbits can do magic) being something that Gives People What They Deserve.

    David, that's neat. I love inanimate objects and all that stuff.

    Everyone else, thanks, too. This is making me think.

    Graham
    • CommentAuthorBurr
    • CommentTimeOct 21st 2009
     # 39
    Posted By: GrahamI'm leaning towards Rabbit Magic (because, obviously, the rabbits can do magic) being something that Gives People What They Deserve.


    "Little Bunny Foo Foo,
    I don't want to see you
    Scooping up the field mice
    And boppin' 'em on the head
    I'll give you three chances
    And if you don't behave
    I'll turn you into a goon"
    • CommentAuthorJono
    • CommentTimeOct 21st 2009
     # 40
    Grownups Are Useless. That seems to be a common theme in a lot of children's stories, that the adults are oblivious to what's Really Going On, either because it involves magical things that only children can see, or because the Magical World is someplace that grownups can't go to, or because adults are so wrapped up in their mundane world that they are incapable of seeing the mysterious happenings right under their noses. The protagonists who try to tell grown-ups about what's going on are invariably disbelieved and trivialized, or even accused of lying. How unfair! The adults remain oblivious right up until they get captured by the monsters they don't believe in. Then the child hero has to go rescue them.

    Part of this is just plot necessity, to get the grownups out of the picture so they don't solve everything, much like how they have to cut the phone lines in a horror movie to explain why people don't call the police. Also it's surely gratification for the audience to imagine knowing something their parents don't know; it's like comeuppance for all the times that parents fail to treat their children's make-believe with the seriousness that it deserves.

    Sometimes there's one, just one, really cool grownup, usually an eccentric uncle kind of figure, who gets it and is able to offer some help and advice.

    The other theme I can think of is animals (I think you've already got it covered with your Rabbit Magic concept). Most children's stories are veritable zoos. The kids I know are constantly pretending to be different kinds of animals; it's one of the most common and universal kid activities. Stories where every character is an animal, with personality traits based on species, are the default for younger children; stories for grown-ups, which have nobody but humans in them, must seem very monotonous and boring. In stories for somewhat older children, there's either a society of one type of animal with other animals as their enemies (think Redwall... or Mouse Guard), or there's animals that can talk to humans, or humans get turned into animals by magic, or whatever. Ever read, what was it, The Witches by Roald Dahl? The main character gets turned into a mouse? And stays that way at the end of the book? When I was 9, that was like the coolest ending ever.
    • CommentAuthorGB Steve
    • CommentTimeOct 22nd 2009
     # 41
    The Rabbit lead Alice to the place where she learned this:

    Twas brillig, and the slithy toves
    Did gyre and gimble in the wabe:
    All mimsy were the borogoves,
    And the mome raths outgrabe.

    "Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!"

    He took his vorpal sword in hand:
    Long time the manxome foe he sought --
    So rested he by the Tumtum tree,
    And stood awhile in thought.

    And, as in uffish thought he stood,
    The Jabberwock, with eyes of flame,
    Came whiffling through the tulgey wood,
    And burbled as it came!

    One, two! One, two! And through and through
    The vorpal blade went snicker-snack!
    He left it dead, and with its head
    He went galumphing back.

    "And, has thou slain the Jabberwock?
    Come to my arms, my beamish boy!
    O frabjous day! Callooh! Callay!'
    He chortled in his joy.

    `Twas brillig, and the slithy toves
    Did gyre and gimble in the wabe;
    All mimsy were the borogoves,
    And the mome raths outgrabe

    Perhaos those toves, raths and borograves might perform some function in the game, as well as the bandersnatch, Jabberwocky or snark.
    •  
      CommentAuthortimeLESS
    • CommentTimeOct 22nd 2009
     # 42
    I would say a lot of children's stories are about becoming aware of the world. The moment or series of events that kicks off a child's transformation into a young adult / grown up.
    But its just the kick off though. I dont think its the actual transformation itself. Its only after the stories that the real yourney of growing up begins.

    I wouldnt for example say that grown-up are useless, i would say they are un-understandable. after the journey/story they are still mysterious but make sense in contrast to whats been experienced at the magical journey.

    Id sorta like a story about getting what you deserve, it makes me think of ultimately letting the kids choose whom deserves what. which makes me think of dogs. which is probably too adult.
  6.  # 43
    Posted By: JonoGrownups Are Useless. That seems to be a common theme in a lot of children's stories, that the adults are oblivious to what's Really Going On, either because it involves magical things that only children can see, or because the Magical World is someplace that grownups can't go to, or because adults are so wrapped up in their mundane world that they are incapable of seeing the mysterious happenings right under their noses. The protagonists who try to tell grown-ups about what's going on are invariably disbelieved and trivialized, or even accused of lying. How unfair! The adults remain oblivious right up until they get captured by the monsters they don't believe in. Then the child hero has to go rescue them.

    Part of this is just plot necessity, to get the grownups out of the picture so they don't solve everything, much like how they have to cut the phone lines in a horror movie to explain why people don't call the police. Also it's surely gratification for the audience to imagine knowing something their parents don't know; it's like comeuppance for all the times that parents fail to treat their children's make-believe with the seriousness that it deserves.

    Sometimes there's one, just one, really cool grownup, usually an eccentric uncle kind of figure, whogetsit and is able to offer some help and advice.

    The plot necessity issue is also why so many hero's of children's books are either literally or virtually orphans. The children listening or reading the book know that usually they won't be allowed to do anything exciting or dangerous, so something needs to make that possible. And sometimes, the children are simply quicker/smarter/less bound up in their prejudices than any of the adults (say, like in Fire and Stone, one of my kid's favorites when they were little).

    (BTW, an interesting exception to the "clueless adult" trope is found in the works of Edward Eager, where the parents of kids in Knight's Castle and The Time Garden are the child protagonists of two earlier books, Half Magic and Magic by the Lake.)

    Another way around the parent issue for at least books aimed at younger children are animal protagonists, either in proper animal form or in humanoid animal form. No one tells Art Dog when to go to bed!
  7.  # 44
    Hi Nathan,

    Something you might like to bear in mind when designing fiction (or tools for fiction) for children, is that (according to a lecture on TV animation) children prefer characters who make mistakes and then fix the mistakes, over characters who are put into a mess and then fix the mess. It is something to do with power over destiny. And grown ups don't mind if the mistakes are all made in the back story, but children do. Apparently.

    So I would ask opening questions that would lead children to make some mistakes, in game. Perhaps characters might have a "Likes .... too much" trait. "Tammy likes Cats too much." "George likes Sports too much." "Emily likes Singing too much." Follow this up with, "does she get into trouble because of that? How?" That kind of thing. This idea of inviting trouble is a pretty significant feature of some of the Disney stories (like Sleeping Beauty). It's a case of "I know I shouldn't be doing this, but I want to..." and then "Oops".

    Getting back to themes in children's literature, many of the children's stories have themes of vengeance and spite (Snow White, Lion King, Matilda, Twits), and are about children, or childish characters, overcoming great perils with modesty. Villainy is common. In lots of Disney stories, the children are given an opportunity to face a terrible, unstoppable foe (who is after Grown-Up things), using their courage and imagination/special powers towards victory where all other Grown-Up solutions have failed. The Grown-Ups feature, but often only as instruments of oppression (for one's own good), to underscore the children's true potency later on.

    So, getting into trouble might be a pretty big deal, but nothing so great as the peril faced by the loveable characters of a magical world. Coupling accountability with villainy, a very engaging story for children to play might be a story about mistakes that have affected a secret, magical world, and the ensuing adventure (to not only fix the problems they created, but to make things even better than they were in the first place).

    Lastly, lots of children love gore. It's arguably one of the great assets of the Roald Dahl collection. Think of the Twits, the Revolting Rhymes, the BFG. As long as it's not scary, and it's under their control, kids enjoy the gruesome stuff. So, eh... Well, I don't know where I was going with that one.
    •  
      CommentAuthorGraham
    • CommentTimeOct 22nd 2009
     # 45
    That's neat. When you say gore, do you mean it in the sense that we'd usually use it: splattering blood and guts? You might be right. It's certainly true that kids seem to like yucky stuff and, perhaps, that adult try to steer them away from that.

    Graham
    •  
      CommentAuthorNathan P.
    • CommentTimeOct 22nd 2009
     # 46
    There's also a thing about gruesome elements that are rendered less horrible by a child's curiosity and/or determination. I'm having trouble thinking of specific examples, but does that make sense?

    Roald Dahl is, again, a good touchstone for this. I'm thinking of The Witches in particular. There's also Danny, the Champion of the World, which is all about broken bones and choking pheasants to death.
  8.  # 47
    I think when gore is disassociated from personal pain, it works pretty well for children. For example,

    All of a sudden there was a shrill scream from upstairs. Tammy heard something plop down the stairs like a bunch of sausages. Lying on the floor was the ugly, nasty old child minder with an angry growl on her face. She must have drank the magic potion and her bones had shrivelled up!

    That's not too scary, and could be amusing for a child. Presented in a game of Cthulhu, with more torment and a less deserving victim, and this would make a much more terrifying scene. I suppose it's down to attitude, characterisation, and the glossing over of the 'real' bits. Nasty people who get hurt badly should still be nasty when they are suffering, not regretful nor helpless.

    Also on the subject of gore, if you ask an imaginative little boy what he does with his sword to all the evil Prince's black knights, he'll probably say 'chop off all their heads,' and he'll want you to describe how scared the evil Prince becomes, not how awful the scene looks afterwards. So, I reckon it's all about the kids being in charge. That's what they want. And I wouldn't worry about putting gore in the game. The gruesome kids will probably add their own gore for you, soon enough.

    P.S. Read the Twits (100 pages of great yucky stuff for kids).
  9.  # 48
    Additionally, a great way to pique the children's interests might be to add a subtitle to the game like "A Gorey Game of Magic". Then you say to the kids, "Hey, I hope you don't mind, but this game can be a bit gruesome sometimes. Is that okay with you guys?"

    Of course, the game might end up pretty silly pretty quickly.
    •  
      CommentAuthorGraham
    • CommentTimeOct 22nd 2009
     # 49
    Rabbit Magic gives people what they deserve, right? And I'd already decided it works by pulling coloured balls out of a hat. Pull the White ball, it all goes fine. Pull the Silver, it does what you want but it goes crazy.

    And now I can do: if you pull the Red Ball, they get what they want, but it's really yucky.

    That's great. Thanks!

    Graham
  10.  # 50
    That sounds like great fun. Good luck with the rest of the design process.

    Regards,

    Sebastian.