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<blockquote data-quote="doghead" data-source="post: 4109801" data-attributes="member: 8243"><p><strong>a pitch, of sorts.</strong></p><p></p><p>general - gaming with kids</p><p></p><p>I really enjoyed reading this thread. I found it quite inspirational. I did wonder how 12-13 year olds would handle the complexities of the game. Then I remembered I was 12-13 years old when I started playing AD&D at school with a bunch of other 12-13 year olds. From there we went on to Traveller, Cyberpunk and Warhammer, all without any adult assistance.</p><p></p><p>I don't have kids. Indeed, I barely game much these days. What I do is all done pretty much here at ENWorld as PbP. So I have recently turned my energies to getting my adventure ideas from my head into written form. This thread gave me the idea of trying my hand at plotting some adventures for young adults largely still learning the game.</p><p></p><p>My initial thoughts on the matter were thus:</p><p></p><p>1) core rules only as that already include a lot of material to absorb. But use the rules largely as is. Some really good ideas out have been mentioned for making things more manageable for younger kids. Its been ages since I have been into a game store (virtual or real). Perhaps stuff like this is already out there. If not, it seems like it could be a good market for someone.</p><p></p><p>2) keep it simple - common monsters and situations. These are the things they will be expecting and familiar with. The use of familiar concepts will lower the barriers to entry and make engagement easier. </p><p></p><p>3) remember that old is new again. Remember the first time you popped a door with <em>knock</em>, or disarmed a trap. Another way to think of this is to incorporate lots of opportunities for the character to use their abilities to achieve things.</p><p></p><p>4) stick with a generic setting. Make it as easy as possible for DM's to plug and play into their existing settings.</p><p></p><p>Initial plan of action:</p><p></p><p>1) get some feedback on the above from those gaming with kids on the above.</p><p></p><p>2) rough out some simple plot outlines.</p><p></p><p>3) work up the outlines into adventures (largely) ready to run.</p><p></p><p>I am thinking along the lines of a collaborative product. I much prefer working with a group of people. You get a variety of ideas and perspectives. You have others to bounce ideas off. You get to pick peoples brains. The finished products would be available to everyone for free.</p><p></p><p></p><p>So, any thoughts on the above? </p><p></p><p>What plots have you used that have worked?</p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 4109801, member: 8243"] [b]a pitch, of sorts.[/b] general - gaming with kids I really enjoyed reading this thread. I found it quite inspirational. I did wonder how 12-13 year olds would handle the complexities of the game. Then I remembered I was 12-13 years old when I started playing AD&D at school with a bunch of other 12-13 year olds. From there we went on to Traveller, Cyberpunk and Warhammer, all without any adult assistance. I don't have kids. Indeed, I barely game much these days. What I do is all done pretty much here at ENWorld as PbP. So I have recently turned my energies to getting my adventure ideas from my head into written form. This thread gave me the idea of trying my hand at plotting some adventures for young adults largely still learning the game. My initial thoughts on the matter were thus: 1) core rules only as that already include a lot of material to absorb. But use the rules largely as is. Some really good ideas out have been mentioned for making things more manageable for younger kids. Its been ages since I have been into a game store (virtual or real). Perhaps stuff like this is already out there. If not, it seems like it could be a good market for someone. 2) keep it simple - common monsters and situations. These are the things they will be expecting and familiar with. The use of familiar concepts will lower the barriers to entry and make engagement easier. 3) remember that old is new again. Remember the first time you popped a door with [i]knock[/i], or disarmed a trap. Another way to think of this is to incorporate lots of opportunities for the character to use their abilities to achieve things. 4) stick with a generic setting. Make it as easy as possible for DM's to plug and play into their existing settings. Initial plan of action: 1) get some feedback on the above from those gaming with kids on the above. 2) rough out some simple plot outlines. 3) work up the outlines into adventures (largely) ready to run. I am thinking along the lines of a collaborative product. I much prefer working with a group of people. You get a variety of ideas and perspectives. You have others to bounce ideas off. You get to pick peoples brains. The finished products would be available to everyone for free. So, any thoughts on the above? What plots have you used that have worked? doghead aka thotd [/QUOTE]
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