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New DM Looking for tips hoping to run starter set with kids 9-12
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<blockquote data-quote="Kobold Stew" data-source="post: 6320794" data-attributes="member: 23484"><p>I ran several sessions with play test materials and boys 10-13, and I'm planning on doing the starter set the same way. It worked really well, and they were able to stay focused. I prefer to ask the players leading questions when necessary directly (rather than have an NPC do so for me), but what's most important is that the atmosphere at the table is fun.</p><p></p><p>Have a space that's comfortable, where everyone has a seat. Give them blank paper so they can draw their characters if they want. (really important!). Make sure they've got fun drinks. Try to keep things moving by shifting focus from one character to the next often (more often than you think is needed).</p><p></p><p>My last game with kids I bought everyone a set of polyhedrals -- if nothing else, they were going to have some dice to keep in their room, as a souvenir. </p><p></p><p>In game, let them go wild. Kids (well, my kid and his friends) haven't had much experience talking back to adults, taking big risks, etc. The game gives them that opportunity, and sometime it's hard for them to swallow.</p><p></p><p>I ran a game once where two boys were going to clear an island of some bandits (they'd been told) just offshore from a fishing village. It was going to be two encounters. So they rowed out to the island in a borrowed boat, and then were afraid to leave the boat. ("The old man said we had to return it to him tonight!" my son's friend insisted. "What if someone takes it?"). Seriously, this kid was so straight laced that he thought he wouldn't be able to meet the bandits because he'd have to guard the boat while my son his friend went off adventuring. [As I type this, i realize this session may be the source of my referring not to use NPCs to give advice!] Anyways, eventually they found the bandits, and they were actually orcs! (Yes, that was the reveal, and it made the kids happy. There's no need to overthink things here, I feel.) </p><p></p><p>In my view, you get to model the experience for them -- and it's the experience that will make them want to come back, not how many monsters they actually kill. Seriously, you can get away with a two room dungeon, and the kids will have fun, as long as the focus is on their enjoyment and their engagement with the fictional world. You also get to model role-play for them -- how to speak to strangers, when it's appropriate to draw your dagger, and so forth. All fun.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6320794, member: 23484"] I ran several sessions with play test materials and boys 10-13, and I'm planning on doing the starter set the same way. It worked really well, and they were able to stay focused. I prefer to ask the players leading questions when necessary directly (rather than have an NPC do so for me), but what's most important is that the atmosphere at the table is fun. Have a space that's comfortable, where everyone has a seat. Give them blank paper so they can draw their characters if they want. (really important!). Make sure they've got fun drinks. Try to keep things moving by shifting focus from one character to the next often (more often than you think is needed). My last game with kids I bought everyone a set of polyhedrals -- if nothing else, they were going to have some dice to keep in their room, as a souvenir. In game, let them go wild. Kids (well, my kid and his friends) haven't had much experience talking back to adults, taking big risks, etc. The game gives them that opportunity, and sometime it's hard for them to swallow. I ran a game once where two boys were going to clear an island of some bandits (they'd been told) just offshore from a fishing village. It was going to be two encounters. So they rowed out to the island in a borrowed boat, and then were afraid to leave the boat. ("The old man said we had to return it to him tonight!" my son's friend insisted. "What if someone takes it?"). Seriously, this kid was so straight laced that he thought he wouldn't be able to meet the bandits because he'd have to guard the boat while my son his friend went off adventuring. [As I type this, i realize this session may be the source of my referring not to use NPCs to give advice!] Anyways, eventually they found the bandits, and they were actually orcs! (Yes, that was the reveal, and it made the kids happy. There's no need to overthink things here, I feel.) In my view, you get to model the experience for them -- and it's the experience that will make them want to come back, not how many monsters they actually kill. Seriously, you can get away with a two room dungeon, and the kids will have fun, as long as the focus is on their enjoyment and their engagement with the fictional world. You also get to model role-play for them -- how to speak to strangers, when it's appropriate to draw your dagger, and so forth. All fun. Hope this helps. [/QUOTE]
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