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D&D, for kids?
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<blockquote data-quote="Texicles" data-source="post: 6139088" data-attributes="member: 6694608"><p>I think that an important distinction should be made between what D&D <em>is </em>and what D&D <em>can be</em>. By this I mean, D&D is a set of rules and a framework to facilitate role-playing. It's fundamentally a sort of organization for make-believe (a favorite pastime for children).</p><p></p><p>On the other hand, D&D games tend to have many of the tropes you mentioned -- violence, taverns, monsters, et. al. -- but the none of those things are actually required to play D&D. Granted, I'd be unlikely to run or play a game where things like combat and slovenly trulls were totally off the table, but I'm sure that such a table exists and that its players have a rollicking good time.</p><p></p><p>I could see creating an adventure geared for younger players whereby spells and other typically combat-oriented abilities could be used to solve puzzles, scare (but not actually harm) pesky goblins, and help the humble townsfolk, all the while making heavy use of social interaction.</p><p></p><p>Point being, the existence of more mature subjects and kid-friendly adventures are not mutually exclusive within the mechanical framework of D&D, because that framework doesn't dictate content, just format. This is one reason why simple options for rules-light games are appealing, not just for the old-school appeal.</p><p></p><p></p><p></p><p>This made me chuckle, heartily. Some of the most puerile games I can think of were the product of (oft besotted) 20 and 30-somethings.</p></blockquote><p></p>
[QUOTE="Texicles, post: 6139088, member: 6694608"] I think that an important distinction should be made between what D&D [I]is [/I]and what D&D [I]can be[/I]. By this I mean, D&D is a set of rules and a framework to facilitate role-playing. It's fundamentally a sort of organization for make-believe (a favorite pastime for children). On the other hand, D&D games tend to have many of the tropes you mentioned -- violence, taverns, monsters, et. al. -- but the none of those things are actually required to play D&D. Granted, I'd be unlikely to run or play a game where things like combat and slovenly trulls were totally off the table, but I'm sure that such a table exists and that its players have a rollicking good time. I could see creating an adventure geared for younger players whereby spells and other typically combat-oriented abilities could be used to solve puzzles, scare (but not actually harm) pesky goblins, and help the humble townsfolk, all the while making heavy use of social interaction. Point being, the existence of more mature subjects and kid-friendly adventures are not mutually exclusive within the mechanical framework of D&D, because that framework doesn't dictate content, just format. This is one reason why simple options for rules-light games are appealing, not just for the old-school appeal. This made me chuckle, heartily. Some of the most puerile games I can think of were the product of (oft besotted) 20 and 30-somethings. [/QUOTE]
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