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<blockquote data-quote="Stockdale" data-source="post: 1742765" data-attributes="member: 3367"><p>DMCal: I run a parent-kid game with kids between 13 and 7 years old. I second Philip's suggestion - so long as the hooks aren't amoral, I wouldn't worry about them. I ahve also found that kids roughly your son's age (my oldest is 11 also) are dungeon crawlers. THey won't get into the role end of roleplaying for a little while yet. </p><p></p><p>I also woundn't count on Vrecknidj's suggestion that the kids play kids. Not that its bad, but the kids I've played with perfer to play adult characters; thereby escaping the realities of their actual age and the lack of control over their own lives. </p><p></p><p>A good starter module was The Burning Plague. Its straightforward - town engages heroes to save it from evil in the mine. This module also can be accomplished in one sitting. A benefit with playing with the kids becuase it is not dependent upon rescheduling to complete when at least one of the kids will be either unavailable or have found the game uninteresting.</p><p></p><p>Another suggestion, which I implemented today, was breaking the session into two or three hour blocks and limiting snack to the breaks. Further send teh kids out to run around in the middle. The longer the game session goes on without a break, the more restless the kids become. Also having the snack out all the time permits the kids to focus on the orgy of snack rather than on the game. </p><p></p><p>Last suggestion, save or die rolls should have multiple saves. for example, climbing down a cliff to a cave enterance. One character looses his balance (fails the save and begins to fall to what will be his certain death), permit another character to attempt to catch him (ref save to catch, opposed str to pull back to saftey. Failure on the strength mean sav or begin to fail himself). This has worked out well with new players. Character death can be so disruptive to the game. Further depending upon the kid, it can save you from an upset or crying player. </p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="Stockdale, post: 1742765, member: 3367"] DMCal: I run a parent-kid game with kids between 13 and 7 years old. I second Philip's suggestion - so long as the hooks aren't amoral, I wouldn't worry about them. I ahve also found that kids roughly your son's age (my oldest is 11 also) are dungeon crawlers. THey won't get into the role end of roleplaying for a little while yet. I also woundn't count on Vrecknidj's suggestion that the kids play kids. Not that its bad, but the kids I've played with perfer to play adult characters; thereby escaping the realities of their actual age and the lack of control over their own lives. A good starter module was The Burning Plague. Its straightforward - town engages heroes to save it from evil in the mine. This module also can be accomplished in one sitting. A benefit with playing with the kids becuase it is not dependent upon rescheduling to complete when at least one of the kids will be either unavailable or have found the game uninteresting. Another suggestion, which I implemented today, was breaking the session into two or three hour blocks and limiting snack to the breaks. Further send teh kids out to run around in the middle. The longer the game session goes on without a break, the more restless the kids become. Also having the snack out all the time permits the kids to focus on the orgy of snack rather than on the game. Last suggestion, save or die rolls should have multiple saves. for example, climbing down a cliff to a cave enterance. One character looses his balance (fails the save and begins to fall to what will be his certain death), permit another character to attempt to catch him (ref save to catch, opposed str to pull back to saftey. Failure on the strength mean sav or begin to fail himself). This has worked out well with new players. Character death can be so disruptive to the game. Further depending upon the kid, it can save you from an upset or crying player. Good luck. [/QUOTE]
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