The Snugglemump Who Borrowed Bedtime: A Magical Kitties Adventure
The sleepover has snacks, pajamas, and a huge pillow fort. Then the night-light disappears.
The snack bowl slides across the floor on its own. Something deep in the blanket tunnels whispers, “More cozy.”
A tiny Snugglemump has moved into the fort and borrowed every cozy thing it can find. It isn’t mean. It’s lonely, and it’s scared of the dark. Can the kitties get the missing things back, help their new neighbor, and tuck everyone in before the grown-ups notice the magic?
Save the night-light. Save the snacks. Save the sleepover.
This one is built to be somebody’s first. It’s written for a table where the kids are little, the Game Master has never run a game before, and nobody there has played Magical Kitties yet. Nothing in it assumes you already know the system. The six kitties are made for you, the words to say out loud are written for you, and it all fits in one evening. If the rulebook has been sitting on your shelf because you weren’t sure where to start, start here.
It works just as well for a grown-up who has always wanted to run a game and doesn’t want to read three hardcovers to do it. There’s one roll in the whole system: pick Cute, Cunning, or Fierce, roll that many six-sided dice, and count the ones that come up high enough. Page 5 covers it. The kids will have it memorized before the snacks run out.