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<blockquote data-quote="Zaruthustran" data-source="post: 3589236" data-attributes="member: 1457"><p>I suggest running a game with one of your kids as co-DM. Before the game, have him copy down monster stat blocks onto your scratch paper, generate treasure, evaluate encounters, find minis (and set them aside for later use) and so on. </p><p></p><p>When the game starts you should take the lead and drive the action, but let him roll the dice, move the monsters, and track damage. As the session goes on, explain how you set DCs for skills and adjudicate unusual player actions. Gradually let him take control of monsters and suggest skill DCs.</p><p></p><p>After the game do a quick 15-minute postmortem and let him ask questions. Run through a couple "what if" scenarios. Directly address (and explicitly dispel) the notion that DMs are the antagonists or opponents of players. Impart to him that the role of the DM is, ultimately, to create a fun scenario for the player(s). The joy of DMing is hearing your players say "that was awesome. Good game!" </p><p></p><p>When you're all done, he'll have done a lot of the work himself, and have an idea of what goes into planning (and running) a session. And perhaps most importantly, he'll have a healthy attitude regarding how to create a fun game session for everyone. </p><p></p><p>My point is that you shouldn't just plop a 1:1 adventure down and say "go." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3589236, member: 1457"] I suggest running a game with one of your kids as co-DM. Before the game, have him copy down monster stat blocks onto your scratch paper, generate treasure, evaluate encounters, find minis (and set them aside for later use) and so on. When the game starts you should take the lead and drive the action, but let him roll the dice, move the monsters, and track damage. As the session goes on, explain how you set DCs for skills and adjudicate unusual player actions. Gradually let him take control of monsters and suggest skill DCs. After the game do a quick 15-minute postmortem and let him ask questions. Run through a couple "what if" scenarios. Directly address (and explicitly dispel) the notion that DMs are the antagonists or opponents of players. Impart to him that the role of the DM is, ultimately, to create a fun scenario for the player(s). The joy of DMing is hearing your players say "that was awesome. Good game!" When you're all done, he'll have done a lot of the work himself, and have an idea of what goes into planning (and running) a session. And perhaps most importantly, he'll have a healthy attitude regarding how to create a fun game session for everyone. My point is that you shouldn't just plop a 1:1 adventure down and say "go." :) -z [/QUOTE]
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