a campaign of Amazing Tales
told together · written together · remembered together
Every hero gets four things they are good at, ranked from most awesome to least. The most awesome rolls a D12, then D10, then D8, then D6. Roll 3 or higher to succeed.
Sister's Hero
Mom's Hero
Older Niece (5)
Younger Niece (3)
Tap the die that matches the skill. If it lands on 3 or higher, the hero does the amazing thing. If it lands on 1 or 2, something goes wrong — and the story gets exciting.
Only the hero rolls. Even in a thrilling fight, the storyteller never rolls — they just describe the next problem and ask “what do you do?”
Pick one. Mix two. Invent a new one. The rulebook says: “maybe it's about fairy superheroes and pirates on spaceships. If your child is enthusiastic about it, it's good.”
DOING MAGIC · FLYING · FRIENDS · ANIMALS
The Queen of Spring has lost her crown of dewdrops, and without it the flowers won't bloom. The trail leads through the Whispering Woods.
SAILING · FIGHTING · TREASURE MAPS · SEA SHANTIES
A bottle washes up on deck with half a map inside. The other half is rumored to be hidden in the belly of the Sleeping Whale.
PILOTING · TECH · ALIENS · BRAVERY
The ship's gummy-bear supply has been stolen by space raccoons. Where are they headed, and why do they want a million gummies?
SUPERPOWER · RUNNING FAST · HELPING · SECRET IDENTITY
Every cat in the city has gone missing on the same night. The only clue is a trail of glitter leading to the abandoned chocolate factory.
BEING ROYAL · SWORDPLAY · WISDOM · SPEAKING TO BIRDS
The king's pet iguana has vanished. He may have just wandered off, or there may be something more royal going on in the throne room.
TRACKING · TALKING TO TREES · POTIONS · HIDING
A small star fell into the forest last night. It is warm, alive, and very lost. It would like to go home — but home is very far away.
SWIMMING · SINGING · CORAL MAGIC · DOLPHIN FRIENDS
Something has gone wrong with the tides. The seahorses are gathering at the deepest trench, and only the bravest mermaid will swim down to ask why.
INVENTING · TINKERING · LISTENING · DANCING
The little inventor's robot best friend has gone all sad and quiet. Is the battery low? Is it the rain? Or has the robot just had a bad day?
CLIMBING · DRAGON-CHAT · RIDDLES · BRAVERY
The dragon at the top of the mountain has been sneezing fireworks for a week. The village is grateful for the light show but worried about the dragon.
CLEVER PLANS · OLD-FASHIONED MANNERS · MAP-READING · GADGETS
Someone has been borrowing dinosaurs from the past and leaving them in the present. The hero has to gently take them home.
SNIFFING · RUNNING · FRIENDS · CLEVER PAWS
The Council of Animals has called a meeting. Something is wrong with the moon, and only a small brave creature can be sent up to check.
SPELLS · POTIONS · FRIENDSHIP · RUNNING FROM TROUBLE
A spell has gone slightly wrong in the cafeteria, and now all the food keeps singing opera. Class starts in ten minutes.
Amazing Tales is so simple it fits on one page. Here is the whole game.
Your child invents a hero and four things the hero is good at. List them from most awesome to least.
The most awesome skill gets the D12. The next gets D10, then D8, then D6.
Describe a scene. As soon as something happens, ask "what do you do?" Incorporate the answer into what happens next.
When the hero tries something that might not work, pick the most relevant skill and roll that die.
On a 3 or more the hero succeeds — let your child describe how. On a 1 or 2 they fail, and things get worse.
When a roll fails, don't end the scene — make the situation worse, then ask "what do you do?" again as fast as you can.
Even in fights. The storyteller never rolls to hit the hero, never tracks damage. Just describe the next problem.
Avoid "that doesn't work" or "that's not possible." Find a way to make the wild idea live, however strange.
A growing archive of every adventure we've told together. Each entry is a session — the heroes, what happened, what they drew, what they remembered most.
Once we've played the first session, link this to its Notion recap.
Link this to the master Notion page where every session lives.
The book suggests sketching as you play — link this to the drawings folder.
As tales repeat, places start to recur. A favorite forest. A queen who keeps showing up. The Realms page is where those grow into lore — link out to Notion once there's something to say.
The Notion wiki for the campaign's accumulated places, people, and creatures.
Recurring characters — the chocolate-factory thief, the dragon who sneezes fireworks…
Drawn-as-you-go maps from the table, photographed and archived.