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<blockquote data-quote="Li Shenron" data-source="post: 6663904" data-attributes="member: 1465"><p>We haven't played D&D with ours yet, I don't think they are ready for the complexity of even a further simplified Basic. I would be confident that your 12yo and 10yo are ready, but definitely not the 4yo. </p><p></p><p>With ours (ages between yours), we have played so far: </p><p></p><p>- a mostly rule-free RPG (storytelling + occasional success/failure dice rolls)</p><p>- the Monster Slayer mini-game (which is really only combat)</p><p>- Lego's Heroica games with some added RPing</p><p></p><p>My suggestion when gaming with children, although yours are older and can definitely take more than these:</p><p></p><p>1) Start with <strong>pregens characters</strong>. Let them choose a ready-made PC from a short list (e.g. 2-3 more than the number of players) rather than create their own. If asked to create new ones, most likely they will anyway try to re-create characters they know from fiction, and might be disappointed if you or the rules will not let them do so by enforcing some 'balance' with limits, like "...but I wanna be like Gandalf!", then good luck convincing them why they shouldn't. It's so much easier to show them some pregens and tell them "There are the characters of <em>this</em> story.", they will immediately understand that Gandalf just isn't around. Also, character creation takes a long time and delays the start of the game, your 4yo may not want to wait that long.</p><p></p><p>2) Use <strong>visual or physical props</strong>. Give a printed picture (or a mini) of their character to each player. Put a map on the table. Show a picture (or a mini) of each monster. When they find an important object (e.g. a key, a magic item), hand them an actual object, a toy representation of that, or a printed picture of that. These will awe the children and will go a long way helping them remember what they have and can use.</p><p></p><p>3) Forget about grown-ups' concerns such as balance, and <strong>simplify</strong> as much as you can. Do not even explain mechanical rules until you encounter the situation where you need a rule right now. Handle as much as possible through RP, let them do what they want but tell them that when they want to try something amazing or really important, they can <em>try</em> but a dice always needs to be rolled to see if it worked or not. This is a very understandable concept even for your 4yo.</p><p></p><p>4) <strong>Shorten combat</strong>. Children love to see battles, but they will not enjoy more than 10 minutes of the same battle. In our case, we found that the Monster Slayer game is already too long. You got to keep it short, either less number of rounds or less thinking when it's someone's turn. As for D&D, one possible suggestion is to replace damage rolls with fixed numbers: use max damage for the PC, and average damage (already there in the stats) for the monsters.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6663904, member: 1465"] We haven't played D&D with ours yet, I don't think they are ready for the complexity of even a further simplified Basic. I would be confident that your 12yo and 10yo are ready, but definitely not the 4yo. With ours (ages between yours), we have played so far: - a mostly rule-free RPG (storytelling + occasional success/failure dice rolls) - the Monster Slayer mini-game (which is really only combat) - Lego's Heroica games with some added RPing My suggestion when gaming with children, although yours are older and can definitely take more than these: 1) Start with [B]pregens characters[/B]. Let them choose a ready-made PC from a short list (e.g. 2-3 more than the number of players) rather than create their own. If asked to create new ones, most likely they will anyway try to re-create characters they know from fiction, and might be disappointed if you or the rules will not let them do so by enforcing some 'balance' with limits, like "...but I wanna be like Gandalf!", then good luck convincing them why they shouldn't. It's so much easier to show them some pregens and tell them "There are the characters of [I]this[/I] story.", they will immediately understand that Gandalf just isn't around. Also, character creation takes a long time and delays the start of the game, your 4yo may not want to wait that long. 2) Use [B]visual or physical props[/B]. Give a printed picture (or a mini) of their character to each player. Put a map on the table. Show a picture (or a mini) of each monster. When they find an important object (e.g. a key, a magic item), hand them an actual object, a toy representation of that, or a printed picture of that. These will awe the children and will go a long way helping them remember what they have and can use. 3) Forget about grown-ups' concerns such as balance, and [B]simplify[/B] as much as you can. Do not even explain mechanical rules until you encounter the situation where you need a rule right now. Handle as much as possible through RP, let them do what they want but tell them that when they want to try something amazing or really important, they can [I]try[/I] but a dice always needs to be rolled to see if it worked or not. This is a very understandable concept even for your 4yo. 4) [B]Shorten combat[/B]. Children love to see battles, but they will not enjoy more than 10 minutes of the same battle. In our case, we found that the Monster Slayer game is already too long. You got to keep it short, either less number of rounds or less thinking when it's someone's turn. As for D&D, one possible suggestion is to replace damage rolls with fixed numbers: use max damage for the PC, and average damage (already there in the stats) for the monsters. [/QUOTE]
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