Hollow Earth Expedition (Core Rulebook)
First we discovered that the Earth is round. Then we discovered that it’s hollow. Now we must keep its secrets from falling into the wrong hands.
Explore one of the world’s greatest and most dangerous secrets: the Hollow Earth, a savage land filled with dinosaurs, lost civilizations, and ferocious savages! Players take on the roles of two-fisted adventurers, eager academics and intrepid journalists investigating the mysteries of the Hollow Earth. Meanwhile, on the surface, world powers and secret societies vie for control of what may be the most important discovery in all of human history.
Set in the tense and tumultuous 1930s, the action-filled Hollow Earth Expedition is inspired by the literary works of genre giants Edgar Rice Burroughs, Jules Verne, and Sir Arthur Conan Doyle. The subterranean action is powered by Ubiquity, an innovative roleplaying system that emphasizes storytelling and cinematic action.
Hollow Earth is one of the best RPGs I’ve found that let kids and grown-ups play together. First of all, if you use the Ubiquity dice, any kid who can count to 10 can play, especially with a parent’s help. Secondly, the pulp genre is one all ages can embrace for its cinematic style. Lastly, the action and adventure is typically “light” enough (good guys win every time, and bad guys are usually captured, not killed) although I’ve played some pretty dark scenarios when the kids aren’t at the table.
The folks on the Exile Game Studio forums have produced a number of adventures for the “Wilderness Kids,” a sort of co-ed scouts group that seem to run into monsters. I’d like to point out that the first game our children ever played in was a Wilderness Kids scenario at Origins. And they were hooked. :)