The thing about kids (or anyone) coming to RPGs with a completely blank slate is that they won't have any framework to put their thoughts into apart from either reality or narrative reality.
Back when I was in 6th form college (16-18 in the UK) our maths teacher, who was only a few years older than us, turned out to be a geek and into Diplomacy. We kind of became friends and he briefly joined our roleplaying group for a while. When playing for the first time, he wouldn't look at his character sheet to work out what he could do, as that was meaningless gobbledygook to him. Instead, he would listen to the description and just think what his character would do. We then told him what skills or rolls were needed (this was RoleMaster, by the way).
I would expect kids to approach the game in the same way. They will either tell you what their character does, or possibly tell you what their character does and achieves at the same time. For example, they might say 'I swing my sword' or they may say 'I swing my sword and cut him in two!'. To my mind, people in the first group are unconsciously understanding the simulation approach to gaming, whilst people in the second group are latching on to more narrative aspects. Kids might skew more narrative as that is closer to unstructured, "let's pretend" type play.
Either way, you want a system with a fairly open core mechanic that allows you to adjudicate lots of different actions with a consistent approach, and characters that are more broad in capability whilst still having differentiation. You might want something more simulationist or something with an element of shared narrative control depending on those unconscious preferences. I'd try to pick a system with a simple dice rolling mechanism and keep the modifiers simple.
Cypher system is a pretty good choice as it hits lots of those notes in my mind (a mix of simulationist and narrative). I would personally look to GURPS quite often (primarily simulationist) as it is a system I know well and you can dial the complexity right down if you want to. Fate would also be a great choice (more on the narrative side).
I would avoid games with a very strong game-ist slant and exposed, tricky mechanics. Personally I wouldn't use any of the Cortex+ games with this kind of audience, even though I love the system and am backing the KickStarter. Neither would I use DnD 3.x or it's near relatives as the rules are very demanding of mastery (for example, the precision needed for flanking).
Back when I was in 6th form college (16-18 in the UK) our maths teacher, who was only a few years older than us, turned out to be a geek and into Diplomacy. We kind of became friends and he briefly joined our roleplaying group for a while. When playing for the first time, he wouldn't look at his character sheet to work out what he could do, as that was meaningless gobbledygook to him. Instead, he would listen to the description and just think what his character would do. We then told him what skills or rolls were needed (this was RoleMaster, by the way).
I would expect kids to approach the game in the same way. They will either tell you what their character does, or possibly tell you what their character does and achieves at the same time. For example, they might say 'I swing my sword' or they may say 'I swing my sword and cut him in two!'. To my mind, people in the first group are unconsciously understanding the simulation approach to gaming, whilst people in the second group are latching on to more narrative aspects. Kids might skew more narrative as that is closer to unstructured, "let's pretend" type play.
Either way, you want a system with a fairly open core mechanic that allows you to adjudicate lots of different actions with a consistent approach, and characters that are more broad in capability whilst still having differentiation. You might want something more simulationist or something with an element of shared narrative control depending on those unconscious preferences. I'd try to pick a system with a simple dice rolling mechanism and keep the modifiers simple.
Cypher system is a pretty good choice as it hits lots of those notes in my mind (a mix of simulationist and narrative). I would personally look to GURPS quite often (primarily simulationist) as it is a system I know well and you can dial the complexity right down if you want to. Fate would also be a great choice (more on the narrative side).
I would avoid games with a very strong game-ist slant and exposed, tricky mechanics. Personally I wouldn't use any of the Cortex+ games with this kind of audience, even though I love the system and am backing the KickStarter. Neither would I use DnD 3.x or it's near relatives as the rules are very demanding of mastery (for example, the precision needed for flanking).