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Lights Out - The Roleplaying Game
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Lights Out - The Roleplaying Game

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No school.  No parents. No rules.

The children of Applewood woke one morning and discovered that all the adults have disappeared and better yet, they all have superpowers!  With no one to tell them to comb their hair or brush their teeth, the kids could do whatever they wanted.  All was great until that same night when the electricity shut off and monsters started stalking the streets.  Now the children must band together in order to survive the night.

Grab your friends, built a clubhouse, thwart bullies and defeat the horrors that go bump in the dark.  Do you think you have what it takes to survive in a world without grown-ups?  Find out in “Lights Out – The Roleplaying Game” which is based upon the “Lights Out” children chapter series.

This game is recommended for kids ages 7 and up with assistance from an adult storyteller, or for ages 10+ without an adult.  Build a legacy of gaming with your children.  This book contains everything you need in order for you to create endless adventures.  It uses 2d6 and a single deck of playing cards for players to share.

This book is compatible with "Spooks! Welcome to the Great Beyond" and "Mortal Intrusion"! 

This game is printed in the OpenDyslexic font for easy reading.  

This isn't just about gaming...

Lights Out is dedicated to bringing female central characters to the forefront of every story.  Did you know that according to Hanice McCabe who reviewed nearly 6,000 children's books from 1900-2000 that only 31% had female centric characters? 

Also, Lights Out wants to ensure that minorities are firmly represented, not only in a positive light, but as strong role models.  The NIU review by Melanie Koss in 2012 found that only 21% of children's books featured a secondary culture.  Furthermore, of the 455 sampled works, 75% of human main characters were white, 15% were black and 6% were all other cultures combined. 

Rudine Sims Bishop published an article in 1990 titled, "Mirrors, Windows and Sliding Glass Doors".  She stated, "When children cannot find themselves reflected in books they read, or when the images they see are distorted, negative or laughable, they learn a powerful lesson about how they are devalued in the society of which they are a part."

In a survey of 2,000 schools, 90% of educators believed that children would become more enthusiastic readers if they had books reflecting their lives.  (Weneeddiversebooks.org)

It is also true that 2/3rds of students who cannot read proficiently by the end of the 4th grade will end up in jail or on welfare (National Assessment of Adult Literacy) and 85% of juveniles who interface with the juvenile court system are functionally illiterate. (Begintoread.com)

Can "Lights Out - The Roleplaying Game" or the chapter series fix the problems that are currently plaguing our society? Probably not, but it is a step in the right direction.

 
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Product Information
Author(s)
Artist(s)
Rule System(s)
Pages
416
ISBN
978-0-9903201-4-2
Publisher Stock #
NPLORP001
File Size:
46.02 MB
Format
Original electronic
Scanned image
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Original electronic format
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File Last Updated:
June 20, 2017
This title was added to our catalog on June 30, 2017.