Family D&D Campaign

Sam

First Post
I'm in the process of starting a D&D campaign for my family. The kids see us play each week and want a game of their own. The players will be my 10 year old daughter, my 7 1/2 year old son and my wife. My wife plays in our weekly game. The kids have played before, so they have a general grasp of the game.

I'd like to have a fun and exciting campaign that captures the feel of heroic fantasy, but is (somewhat) wholesome.

Other than the standard "you all meet in the inn and are approached by a stranger with a long beard" type hook :p , I'd like to get some ideas on a (hopefully) long running campaign that will engage them, grow with them, and still be appropriate for my 3 year old when she gets a few years older.

Anyone have any experience running for your family / kids? Any thoughts on campaign goals, structure, themes?

Thanks,
--Sam
 

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No experience in that regard, but you could make them all relatives in the same noble or non-noble family. (And/or retainers etc for a noble family)
 

I remember someone doing something similar over on monte's board. They used a hogwart's style wizards school, except the doors would randomly open onto strange dungeon areas in other planes. Think harry potter with dungeon crawling.

Seemed neat to me. Just trying to convince adult gamers to give it a go.
 

Run, don't walk, to Wicht's Servants of the Swift Sword story hour. Two of the players, who entered the action in chapter 17, are his two sons. (Kall & Joz)

Even though you won't find the kids until page 3, it's worth reading the whole thing, because Wicht tells a great yarn.
 


Arwink, I like the Hogwart's idea. Kind of a school for adventurers where the "courses" are having to overcome so many challenges. At some point (perhaps 4-5th level) they "graduate" to the world at large.

Buttercup, I'll definitely check out the story hour and thread. Thanks for the tips.

I'll keep you guys posted on what transpires. I think that our first "in-campaign" gaming session will be New Year's Day. That is, if my 3 year old will leave the minis & dice alone long enough to let us play. :D

Thanks again everyone.
 

1st session

Had the first session today. I'm not the most prosaic writer, so don't expect any story hours here :p. I did want to let you folks know what's going on and what we did. Any feedback is appreciated.

My 7 year old son decided to play a human fighter.
My 10 year old daughter chose a human druid.
My 3 year old daughter chose a halfling rouge (with some help from my wife, and being told that a halfling grownup is shorter than she is :).) [The character is primarily played by my wife, but gives my daughter the sense of participating in our game. She can't wait to roll the d20 when told to.]
And my wife chose a human sorcerer. This is the first time she is playing a spellcaster. She normally plays a fighter or rogue (or ftr/rog).

I went with the Hogwart/Door idea, placing the group in Throckburn's School for Young Adventurers. It surprised the players a bit that they weren't going to be "hardened adventurers" but they seemed to get into the spirit of things. They were all at a new school and didn't know anyone. The characters made friends quickly; you could see the party cohesion forming already.

They learned the three rules of Throckburn's:

There are three rules you must remember while at Throckburn’s. Any violation of these rules will result in immediate expulsion:
1) No fighting outside of training sessions.
2) DO NOT enter any door that is not Blue unless instructed to do so by a professor.
3) Training sessions must be reported on in full by the next day, including a complete recap on encounters and on items retrieved.

After some NPC interaction where the kids did a great job at roleplaying, they were brought to the first door by their instructor: Green Door #12. (There are 5 door colors at Throckburn's.
Blue - Standard, normal door.
Green - New student door (1st-2nd level).
Yellow - Middle Student door (3rd level).
Red - Upper classmen (4-5th level).
And finally, Black - Graduation exercises and places where the instructors brush up their skills.

Students are magically monitored and in the case of TPK's, retreived by special retreival squads.

At the door the PCs were each given a potion of cure light wounds (I created item cards using ink jet business cards purchased from Staples. The kids loved it. See this link:
http://enworld.cyberstreet.com/showthread.php?s=&threadid=35181 ) and told that there had been some disturbances reported from the area they were going to. I then ran the group through "Hollow Threats" from Dungeon #96. The kids and my wife had a great time. It was really fun seeing my son roleplaying the interaction with the NPCs in the adventure. It was also great seeing their faces lighting up when they defeated the antagonists and went through their rewards!:D

They made me promise that we would play again on New Year's Day.

Anyway, the Adventurer's School concept works real well for a kid focused campaign. It gives them a "safe" place to start from and return to, and allows them to get assistance when necessary without stressing the suspension of disbelief. They also don't have to look too much into the campaign world to see what's driving the game because they are being sent all over the place by their school, while still having a consistent feel to it. By they time they "graduate", which should be about 5th level, they should have enough exerience in gaming to begin to appreciate more complex campaign structures.

If people are interested, I'll continue to post on how the campaign and the kid's gaming are progressing.

--Sam
 

Definately interested, especially if you aren't posting a SH :)

Out of curiousity, have you considered using the house-system from HP as well? Make the party part of one house, and then set up a few other groups that compete against them - ranging fromt he honorable to the downright nasty. The two main advantages to this I can think of:

1) Lets you introduce evil or unlikeable NPC's while they're protected by the school rules - a villain that grows with the party but can't be beaten by the sword.
2) By the time the group graduates into the 'real' world, they already have some allies and rivals to interact with. Their old rivals could show up to compete with them on similar quests, etc. Again, old school loyalties make outright killing them a less attractive proposition.

Don't know how this works with the age group, but you get the idea. From my memories of school monolithic evil is all well and good, but avoiding teachers that dislike me and the kids I didn't get along with were much more realistic challenges :D
 

arwink said:
Definately interested, especially if you aren't posting a SH :)

Out of curiousity, have you considered using the house-system from HP as well? .....

I have thought about it and haven't really decided yet. I like the idea, but don't want to parallel the HP setting too closely. Part of the reason that I want the kids to roleplay is to expand their imagination. I'm afraid that if the world is too similar to something they can reference they will look for items in that world, and that might limit their creative thought.

The plan right now is to have the group "graduate" at about 5th level. Through that process they will meet with instructors & other students that will become recurring NPCs in the ongoing campaign. Once they graduate though, I am hoping that the kids will have a good feel for what they want to do in-game and be able to convey that to me. The school concept will become part of the characters' history at that point, but not a continuing theme in the campaign (although I'm sure that I'll reference back to the school from time to time to move the campaign along).

--Sam
 

You can still have gangs or cliques which operate like HP-esque Houses, albeit without official sanction. In games like Dodgeball, cliques could throw off the game for everyone (as in the hyena episode of Buffy).

The PCs might not be allowed to join a clique -- "we never accept mere freshmen!" -- but they could at least start being politically active, choosing which gang or clique to impress or dis, or choosing not to fall into the clique mentality, or choosing to start their own rebel clique.

-- Nifft

PS: Do you have a snap-shot of your 3-year-old excitedly throwing a d20? That sounds adorable!
 

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