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<blockquote data-quote="MNblockhead" data-source="post: 8615443" data-attributes="member: 6796661"><p>Well, my 12-year-old son and his group of 11-13 year old friends mostly make things up on the fly. They don't seem to have a lot of interest in 200-300 page adventures. I've got shelves of books and am happy to buy any adventure he and his group is interested in. All he's ever asked for are dice. They take turns DMing and mostly seem to make stuff up on the fly.</p><p></p><p>If he and his friends stay interested in the hobby, I suspect they'll get into the denser adventure books or more hardcore into creating their own campaigns. </p><p></p><p>From this gamer-dad's perspective, everything is geared mostly at late teens and above. </p><p></p><p>I think that the one thing that is missing, comparing my experiences in the 80s to kids now is short adventure modules. Browsing through the short, soft-cover modules, looking for an adventure to run over a just a few sessions, mixed with making up my own stories was pretty much how I remember the game in those days. But even then, I think I was doing most of that in high-school, not elementary or middle school. I think at 09-12, even a module may seem more like homework. At this stage they want to just get together an play. They don't seem interested in prep time, which is a big part of the enjoyment of the hobby for many older gamers. </p><p></p><p>I don't think WotC should be trying to write adventures for this age group. It is much more profitable to write adventures for older teens and adults that are published in USD 25-50 hardcovers. Instead, Hasbro should be making TV shows, movies, and creating terrain and minis priced for the kids-toy market.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8615443, member: 6796661"] Well, my 12-year-old son and his group of 11-13 year old friends mostly make things up on the fly. They don't seem to have a lot of interest in 200-300 page adventures. I've got shelves of books and am happy to buy any adventure he and his group is interested in. All he's ever asked for are dice. They take turns DMing and mostly seem to make stuff up on the fly. If he and his friends stay interested in the hobby, I suspect they'll get into the denser adventure books or more hardcore into creating their own campaigns. From this gamer-dad's perspective, everything is geared mostly at late teens and above. I think that the one thing that is missing, comparing my experiences in the 80s to kids now is short adventure modules. Browsing through the short, soft-cover modules, looking for an adventure to run over a just a few sessions, mixed with making up my own stories was pretty much how I remember the game in those days. But even then, I think I was doing most of that in high-school, not elementary or middle school. I think at 09-12, even a module may seem more like homework. At this stage they want to just get together an play. They don't seem interested in prep time, which is a big part of the enjoyment of the hobby for many older gamers. I don't think WotC should be trying to write adventures for this age group. It is much more profitable to write adventures for older teens and adults that are published in USD 25-50 hardcovers. Instead, Hasbro should be making TV shows, movies, and creating terrain and minis priced for the kids-toy market. [/QUOTE]
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