Playing with your kids is great fun. I run a game wit my boy and some of our friends and their children. Children’s ages range from 13 to 8. Here's my advice on the points.
Letting the kids know that they are hurt and their PC is in real danger of death is appropriate. I don't think making the game too easy or fudging the dice so they don't lose is good. I think that PC death is an inevitable part of this game and your children will experience the death of a favorite character. Expect tears. But that is the way the game is played. Would you fudge Candyland so your children will win? Learning to lose and deal with setbacks is part of the important lessons game playing teaches children, IMO. So, in summary, let the character deaths occur.
"Gee Bobby, your character was just eaten by the goblin hordes. Let's go make you a new guy."
I don't have this particular problem with my Parent-Kid game. My only advice here is to select or create scenarios where there are clear moral conditions and victory conditions. The more black-and-white, the better for younger players. (I think my son Jonathan was nine when I pulled my first double-cross on him). Also keep in mind that their attention span is short - Three four rooms at a shot depending on you style. When we play, I try to limit the adventures to 10 rooms - playable in 4-5 hours.
Here is where I differ some from the core rules. Particularly deadly situations require multiple dice checks. For Instance, we recently played out Gorgaland's Gauntlet, which starts out which a climb down to the cave entrance. Three of the four PC at the session failed their climb checks (DC 10
). This would normally result in 6d6 dam. I permitted the falling PC a reflex save to catch himself on an outcrop or the rope (DC 15). I also permitted the characters the opportunity to stop the fall with a successful reflex save (DC15) and then an opposed strength check. The multiple saving throws made this minimal, but deadly situation both survivable and enjoyable. Another thing I do is permit the children to roll their own damage in certain situations. i.e. after they failed the climb check, I gave them the 6d6 to roll saying, "Now unless you make the second saving throw, you character will take that much damage. Roll."
I hope that helps you some. I haven't played with smaller children. I am of the opinion that age 8 is the limit.
JoeBlank said:1. PC death: When we were only playing mini skirmishes, the boys seemed fine with their minis getting "killed", but they had several and did not identify with the minis on a personal level. Now that they are playing one PC per player, I think they might take PC death a little harder. My tentative plan is to have PCs be "knocked out" when they go below 0 HP. Healing to positive HP will wake them up. I think I'll avoid negative HP for now, and just go with 0 or below as knocked out, and maybe throw in the concept that "Regdar needs some healing soon" if they seem to be handling that well. Thoughts?
Letting the kids know that they are hurt and their PC is in real danger of death is appropriate. I don't think making the game too easy or fudging the dice so they don't lose is good. I think that PC death is an inevitable part of this game and your children will experience the death of a favorite character. Expect tears. But that is the way the game is played. Would you fudge Candyland so your children will win? Learning to lose and deal with setbacks is part of the important lessons game playing teaches children, IMO. So, in summary, let the character deaths occur.
"Gee Bobby, your character was just eaten by the goblin hordes. Let's go make you a new guy."

JoeBlank said:2. Adventures:
I don't have this particular problem with my Parent-Kid game. My only advice here is to select or create scenarios where there are clear moral conditions and victory conditions. The more black-and-white, the better for younger players. (I think my son Jonathan was nine when I pulled my first double-cross on him). Also keep in mind that their attention span is short - Three four rooms at a shot depending on you style. When we play, I try to limit the adventures to 10 rooms - playable in 4-5 hours.
JoeBlank said:3. Handy hints: Finally, any other general suggestions that just help things at the gaming table, taking into account that we have one non-reader and one learning to read. For instance, we are using poker chips in a cup for HP, so when they lose HP they give me the chips, and I give them back when they heal. It looks like we may be doing the same thing for gold pieces, so I'll need to buy more poker chips. Any other ideas along these lines to make the game run more smoothly?
Here is where I differ some from the core rules. Particularly deadly situations require multiple dice checks. For Instance, we recently played out Gorgaland's Gauntlet, which starts out which a climb down to the cave entrance. Three of the four PC at the session failed their climb checks (DC 10

I hope that helps you some. I haven't played with smaller children. I am of the opinion that age 8 is the limit.