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5e for teen game: need advice
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<blockquote data-quote="BluSponge" data-source="post: 6777322" data-attributes="member: 916"><p>No, I've been running the program now for around 8 years. We meet twice a month and are one of the longest running and consistently best attended youth programs (we average between 8 and 12 teens each session). I've used Savage Worlds throughout. We've touched on 50 Fathoms, Deadlands, and All for One: Regime Diabolique, along with a couple of my own devise. But this time around the kids specifically requested a dungeon crawl themed game. Now, I could probably use SW for that too, but I think switching gears to a system better suited to the resource management that is the hallmark of the dungeon crawl experience. </p><p></p><p>So I figure I have three solid options here:</p><p>B/X D&D (quick, simple, too the point, and easily expandable).</p><p>DnD 5e (current edition, widely available, best starting point for players new to the hobby)</p><p>Some Frankenstein Monster of the two combined (still an option I'm keeping on the table)</p><p></p><p>As to character creation:</p><p>I usually keep a stable of pregenerated characters available for new players and players who forget their character folder. But for the regulars, I enjoy giving them a chance to create their own characters. SW is pretty damn quick — I can whip up a character myself in about 5 minutes with no real effort. For the kids, it takes about an hour to go through the steps as a group. We did a test run with 5e (minus equipment) with 4 teens and it took about an hour using the Quick Builds. We only had one copy of the basic rules, and most of the time was spent dictating what the player needed to write down on his or her character sheet. The rolling part (Abilities, Personality, Ideal, etc.) was all fun! </p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 6777322, member: 916"] No, I've been running the program now for around 8 years. We meet twice a month and are one of the longest running and consistently best attended youth programs (we average between 8 and 12 teens each session). I've used Savage Worlds throughout. We've touched on 50 Fathoms, Deadlands, and All for One: Regime Diabolique, along with a couple of my own devise. But this time around the kids specifically requested a dungeon crawl themed game. Now, I could probably use SW for that too, but I think switching gears to a system better suited to the resource management that is the hallmark of the dungeon crawl experience. So I figure I have three solid options here: B/X D&D (quick, simple, too the point, and easily expandable). DnD 5e (current edition, widely available, best starting point for players new to the hobby) Some Frankenstein Monster of the two combined (still an option I'm keeping on the table) As to character creation: I usually keep a stable of pregenerated characters available for new players and players who forget their character folder. But for the regulars, I enjoy giving them a chance to create their own characters. SW is pretty damn quick — I can whip up a character myself in about 5 minutes with no real effort. For the kids, it takes about an hour to go through the steps as a group. We did a test run with 5e (minus equipment) with 4 teens and it took about an hour using the Quick Builds. We only had one copy of the basic rules, and most of the time was spent dictating what the player needed to write down on his or her character sheet. The rolling part (Abilities, Personality, Ideal, etc.) was all fun! Tom [/QUOTE]
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