D&D for very young kids

kenjib

First Post
Does anyone have any thoughts on making D&D work well for young kids - like age 5? Here are some of the issues that come to mind for me.

1. Rules complexity: This can be addressed for starters by using pregenerated characters and DM selected spells, feats, and skills (after finding out what the kid wants to play) to keep things simple. The kids don't need to see all of their stats either, probably just a few key ones like hit points and armor class. A general description will cover the rest, i.e. you are good at sneaking and finding traps or you are strong and very good with a sword.

2. Adventure complexity: I suspect that you can't present the same difficulty of puzzles and encounters to younger players, as they might not be able to deal with them as easily as adults. Is this concern unwarranted? Nothing that can't be handled by the DM though, but something to keep in mind.

3. Violence level: I know others don't mind this, and that's fine, but there might be others who agree with me. To me, D&D is too violent for a little kid. Any ideas on what kinds of adventures can be run to capture a kid's imagination without resorting to much violence? Also, this changes how you deal with certain classes, like fighters. Can you use spells like sleep and color spray to sneak past enemies instead of spells like magic missile and burning hands to kill them?
 

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Having dealt with this I can offer up some advise.

DnD is typically too complex for younger children. In the past my little brothers all played a game called Hero Quest. It served as a good cross-over game. Eventually they out grew it and moved on to bigger and better.

In the local environment, I have seen Mage Knight fill a very similar role.

There seem to be alot of younger players in that arena.

K
 

I haven't looked at the rules, but I thought that the "Orange Box" starter set for D&D was targeted at younger players. Maybe not that young though.
 

If it were me, I wouldn't play D&D. Instead, I'd just order some foam weapons off the net, teach the little ones a few basic safety rules, and then just have a good time. : ]

If the grand melee gets too boring, I can always just pretend to be a dragon and let them beat me up for awhile.

-Shurai
 

This is a time when minitures actually come in handy - young children need physical representations in order to visualise

1. Rules Complexity - No rules except this is a Fighter he is strong and likes to fight. This is a Wizard he has magic powers but isn't very strong. These are the monsters

2. Adventures - make them into LARP stories and the kids will enjoy it. Fairytales work -even a few riddles and puzzles can be thrown in (eg "okay to cross the Bridge you have to find the Trolls necklace which he lost over by the Big Rock" (cue half-hour Treasure hunt)

3. Violence as above (the Troll is a given but you can get something he wants so he lets you pass rather than trying to kill it) Of course the Witch in the castle at the end is Bad and so she can be killed (buckets of water might be in order) or perhaps the Fighter is able to cut the Giants leg so that he falls over

PS Kids (well boys) tend to be quite bloodthirsty anyway so...
 

You oughtta look for the threads from a week or two ago where everyone was congratulating everyone who's having a baby. Quickbeam and I had a several post discussion about gaming with 6-year- olds (we both have six-year-olds -- he's already pulled it off, while I haven't.) Seems to be some good advice in there.
 

As mentioned above, forget using rules, they won't understand them or even care about them. I would try a choose you own adventure style game, it is simple yet very flexible. Don't plan on long 4 hour adventures either, 30-45 min tops
 


It all depends on the interests of the child.

I started playing when I was 8 back in '78. At that time I was the gamemaster. But i had a huge interest at the time in fantasy books. The youngest player I have had in one of my games was 6. He was very interested if you used good room descriptions so he could picture what was actually happening. The main thing I noticed about having a young player is you need to have interesting descriptions and imagery to your scenes. After they start to get the grasp for the rules be warned they will know them better then you do. They have plenty of time to buff up on the rules to win.....something that cannot happen in a roleplaying game.
 


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