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Advice? - First D&D with sons, ages 5 and 3
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<blockquote data-quote="JoeBlank" data-source="post: 1428651" data-attributes="member: 1806"><p>Thank you for the comments and kind words. A few of you offered some advice, and now I am starting to think in more detail about what I am getting myself into. I would appreciate any general suggestions you might have on running games for such a young group of players, as well as your thoughts on these issues:</p><p> </p><p>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 postitive 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?</p><p> </p><p>2. Adventures: The adventures in the Adventure Game should keep us occupied for 6+ sessions of gaming. My plan is to stick with letting them pick an iconic to play each session, so there will be little or no continuity between sessions. Once these are exhausted, I'll probably help them generate PCs to begin playing in a "campaign". So I'll have to decide what to do for adventures. Of course, there is not much out there targeted at the pre-school age player, but I was wondering if anyone knew of any short, fairly simple adventures that they think are appropriate or easily modified for this purpose. I'm also curious about Redhurst Academy, as they are somewhat into Harry Potter and might enjoy playing young wizards at school. Anyone run a game in Redhurst?</p><p> </p><p>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?</p><p> </p><p>Thanks again for the kind words and suggestions.</p></blockquote><p></p>
[QUOTE="JoeBlank, post: 1428651, member: 1806"] Thank you for the comments and kind words. A few of you offered some advice, and now I am starting to think in more detail about what I am getting myself into. I would appreciate any general suggestions you might have on running games for such a young group of players, as well as your thoughts on these issues: 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 postitive 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? 2. Adventures: The adventures in the Adventure Game should keep us occupied for 6+ sessions of gaming. My plan is to stick with letting them pick an iconic to play each session, so there will be little or no continuity between sessions. Once these are exhausted, I'll probably help them generate PCs to begin playing in a "campaign". So I'll have to decide what to do for adventures. Of course, there is not much out there targeted at the pre-school age player, but I was wondering if anyone knew of any short, fairly simple adventures that they think are appropriate or easily modified for this purpose. I'm also curious about Redhurst Academy, as they are somewhat into Harry Potter and might enjoy playing young wizards at school. Anyone run a game in Redhurst? 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? Thanks again for the kind words and suggestions. [/QUOTE]
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