Salamandyr
Adventurer
What I've done in the past is just run it, let them engage at the level that they want and are able to. Kids are far more intelligent than we give them credit for being, and it's better to give them more than you think they can handle (because you'll always underestimate them) and expect them to rise to the challenge, than to give them too little and fail to engage them. About the only thing I would do for under 10's is institute a no pc death rule--at 0 hp they're "knocked out" and possibly captured, but otherwise go with it.
None of the "children's rpg's" I've seen has been worth the pickle in my opinion. Much like rock and roll, rpgs should be something "grown up" that kids feel a little transgressive when they get to enjoy too. Just let them play the real thing, with the grown ups, and let them feel like grown ups too.
EDIT: also: it's okay if the kids don't like D&D, or other rpg's. Just let them know they are welcome if they do want to join and let it be their decision.
None of the "children's rpg's" I've seen has been worth the pickle in my opinion. Much like rock and roll, rpgs should be something "grown up" that kids feel a little transgressive when they get to enjoy too. Just let them play the real thing, with the grown ups, and let them feel like grown ups too.
EDIT: also: it's okay if the kids don't like D&D, or other rpg's. Just let them know they are welcome if they do want to join and let it be their decision.