WSmith
First Post
That one caught me off guard. The common wisdom, after all, is that the Fighter's the easiest class to play.
I would say, even though it may not look like it that the fighter is the easist to play. But, just to get them used to the magic I suggested those classes. The idea of the Talismans is a great idea to have fighters and rogues with some magic power.
I wrote up much of the Basic adventure game yesterday. I am so surprised that once I decided to not make it d20 STL compliant, how much easier it was to design, (not that is could really be compliant when addressing CHarGen issues.) The old one was more of a GURPS Lite, where it didn't make much sense to the new player, but the experienced game master could use it as an abridged version of the PHB to help the new player create a character.
I like the more simple version I am doing now. When I get it all fleshed out, I will post it. I can't believe how cool it is, (at least in my eyes.


Back to the topic.
*Pre-teens like to look at pictures and imagine stories about it. Find pictures of mountains, landscapes, castles, etc. either in the library or on the web to use as props for what the character sees.
*Allow all classes to have animal followers or familiars. Much young reader fantasy involes friendship between the protagonist and their animal companion.
*Puzzles. Kids, (some adults even) find them challenging, but make them solvable and not too hard, or the game will stall. They could be as simple as "Rays of noon, when flowers bloom, Then sunlight flows green, open will the portal clean" scrawled on a piece of parchment the characters found. Later the find at seperate places, they find one yellow crystal and one blue crystal. Later, they come upon a strange pyramid amid the rolling planes of with blooming flowers surrounding it. Once inside the come to a chamber that has an archway to another chamber with a white crystal globe afixed in the center to the wall above the arch. The characters notice a small opening near the top of the roof that allows sunlight to shine on the wall near the globe. As it gets clooser to lunch time the beam of light that is focued through the hole moves closer to the crystal globe. (I am sure that we'll know what to do, but would an 8 year old think of the riddle, his treasure, and how to put them together?)
*Use the game to imrpove the players academic skills if needed. If they need some help with math, have them visit the local merchant to exchange currency, of purchase X ounce amount of a liquid, but with them determining from a big jug how much they need. Caution, you really have to hide this well. If they suspect they are doing a math lesson and not a game, they will be turned off.
*Use terms that will intice them to do research. Anyone else remember finding out what "e.g., i.e., et. al." meant from the 1st edition DMG? Call one location a bay, one an inlet, one a cape, one a penninsula. If they don't know what the word means, have them look it up.
...more if I can think of them.