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Kids, Time, and Adventure Paths- Reflections on Modern D&D
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<blockquote data-quote="Volund" data-source="post: 7521516" data-attributes="member: 6872597"><p>Thinking back to 1979-1981 when I started playing, more often than not we were using TSR modules with the included pre-generated characters, not extended homebrew campaigns. I had a regular group meet at my house for about a year that moved from B1 into my own campaign, but that was an exception. Typically you would hear that someone was going to run a module at their house on a given day and then you played with whoever showed up. If the level was appropriate, we could bring a PC that we had played in one module along with us to play in a different DM's game. S1, S3, G series, A series, C1 - we would play as much of it as we could before it was time to go home. If we didn't finish that day we almost never got the same group together again. It was still fun. Most of us would have been playing Risk or Stratego a few years earlier, played some Avalon Hill war games, so this "one and done" style fit into how we were already gaming. One of the aspects of modern D&D play that was definitely not part of my early experience is the idea that the game needs the same group of players to show up week after week, progressing through levels in lockstep with each other.</p><p></p><p>For a group of kids, I would find some short adventures online that can be finished in one or two sessions and then rotate other kids into the DM chair as often as they are willing. I can't imagine getting a group of my daughter's friends together the number of times it would take to finish a 5e adventure path, even LMoP. Maybe it could work if I was facilitating a school club where you could count on kids being available more often than not.</p></blockquote><p></p>
[QUOTE="Volund, post: 7521516, member: 6872597"] Thinking back to 1979-1981 when I started playing, more often than not we were using TSR modules with the included pre-generated characters, not extended homebrew campaigns. I had a regular group meet at my house for about a year that moved from B1 into my own campaign, but that was an exception. Typically you would hear that someone was going to run a module at their house on a given day and then you played with whoever showed up. If the level was appropriate, we could bring a PC that we had played in one module along with us to play in a different DM's game. S1, S3, G series, A series, C1 - we would play as much of it as we could before it was time to go home. If we didn't finish that day we almost never got the same group together again. It was still fun. Most of us would have been playing Risk or Stratego a few years earlier, played some Avalon Hill war games, so this "one and done" style fit into how we were already gaming. One of the aspects of modern D&D play that was definitely not part of my early experience is the idea that the game needs the same group of players to show up week after week, progressing through levels in lockstep with each other. For a group of kids, I would find some short adventures online that can be finished in one or two sessions and then rotate other kids into the DM chair as often as they are willing. I can't imagine getting a group of my daughter's friends together the number of times it would take to finish a 5e adventure path, even LMoP. Maybe it could work if I was facilitating a school club where you could count on kids being available more often than not. [/QUOTE]
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