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<blockquote data-quote="Richards" data-source="post: 4838212" data-attributes="member: 508"><p>I run a 3.5 campaign with my two adult sons (ages 25 and 23), my friend and former co-worker, his wife, and their oldest son (age 11). Their younger son (age 4) also "plays" with us, in that he has his own initiative card (with a photo of his head grafted onto a picture of a halfling paladin), his own figurine (usually a green army man with a flamethower), and his own pile of his dice. When it's his turn, he tells us what he wants to do (generally burn things with his flamethrower, or throw a grenade at the monster), we let him roll a couple dice and tell us what numbers he got, and then I pretend to document the damage on my sheet. Sometimes I even throw in an extra monster just for him to deal with - "You enter a room filled with an orc shaman, a half dozen orc fighters, and a midget tyrannosaurus rex; Joey, you'd better take care of that dinosaur for us, okay?" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've been playing AD&D/3.0/3.5 with my two sons since they were 10 and 8, and they were amazed at the "upgrade" from the HeroQuest board game that we had been playing for a year beforehand. HeroQuest got them accustomed to the basic fantasy tropes, and to the concept of teamwork to achieve a common goal, but it was still a board game with limited options as to what you could do on your turn. They both thought it was very cool that in AD&D, when it was their turn they could (try to) do virtually anything at all.</p><p></p><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 4838212, member: 508"] I run a 3.5 campaign with my two adult sons (ages 25 and 23), my friend and former co-worker, his wife, and their oldest son (age 11). Their younger son (age 4) also "plays" with us, in that he has his own initiative card (with a photo of his head grafted onto a picture of a halfling paladin), his own figurine (usually a green army man with a flamethower), and his own pile of his dice. When it's his turn, he tells us what he wants to do (generally burn things with his flamethrower, or throw a grenade at the monster), we let him roll a couple dice and tell us what numbers he got, and then I pretend to document the damage on my sheet. Sometimes I even throw in an extra monster just for him to deal with - "You enter a room filled with an orc shaman, a half dozen orc fighters, and a midget tyrannosaurus rex; Joey, you'd better take care of that dinosaur for us, okay?" :) I've been playing AD&D/3.0/3.5 with my two sons since they were 10 and 8, and they were amazed at the "upgrade" from the HeroQuest board game that we had been playing for a year beforehand. HeroQuest got them accustomed to the basic fantasy tropes, and to the concept of teamwork to achieve a common goal, but it was still a board game with limited options as to what you could do on your turn. They both thought it was very cool that in AD&D, when it was their turn they could (try to) do virtually anything at all. Johnathan [/QUOTE]
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