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<blockquote data-quote="Barendd Nobeard" data-source="post: 1081160" data-attributes="member: 960"><p>Depends on the game and the children.</p><p></p><p>My kids started playing when my son was 6 and my daughter was 10.</p><p></p><p>We started with the Adventure Game (or "3rd edition Light in-a-box"). After their characters went through everything in that set, we did two of those pamphlet-sized "mini modules" that were popular back then.</p><p></p><p>Then we started the real thing. D&D 3e, using the PHB. By then, my son had just turned 7 and my daughter was 11. We have since done Sunless Citadel, a 3e conversion of the old "Saltmarsh" series, and then Forge of Fury (or whatever the 2nd 'Adventure Path' module is called). The party has split since then, with three of them off on a side quest, while the others (with a few new party members) are off to a little village called Hommlett.</p><p></p><p>Last year, in second grade, my son was supposed to read 20 minutes every night for homework. He usually picked a D&D book. I would sometimes quiz him on what he had read, to make sure he wasn't just skimming the text.</p><p></p><p>He's 8 1/2 now, and I am often startled by <u>how much</u> he remembers. Children are amazing learning machines, and will absorb much of the rules if they are used often.</p><p></p><p>We have spent the last two evenings (along with a friend of his) making up "3.5" characters, and then running a small combat with them.</p><p></p><p>My daughter wants to run a dungeon, so I think it's time I got her a DMG of her very own. I'm worried though--she loves to spend time flipping through <strong>Deities & Demigods</strong>, so I fear we may have to travel the planes and fight gods. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Barendd Nobeard, post: 1081160, member: 960"] Depends on the game and the children. My kids started playing when my son was 6 and my daughter was 10. We started with the Adventure Game (or "3rd edition Light in-a-box"). After their characters went through everything in that set, we did two of those pamphlet-sized "mini modules" that were popular back then. Then we started the real thing. D&D 3e, using the PHB. By then, my son had just turned 7 and my daughter was 11. We have since done Sunless Citadel, a 3e conversion of the old "Saltmarsh" series, and then Forge of Fury (or whatever the 2nd 'Adventure Path' module is called). The party has split since then, with three of them off on a side quest, while the others (with a few new party members) are off to a little village called Hommlett. Last year, in second grade, my son was supposed to read 20 minutes every night for homework. He usually picked a D&D book. I would sometimes quiz him on what he had read, to make sure he wasn't just skimming the text. He's 8 1/2 now, and I am often startled by [u]how much[/u] he remembers. Children are amazing learning machines, and will absorb much of the rules if they are used often. We have spent the last two evenings (along with a friend of his) making up "3.5" characters, and then running a small combat with them. My daughter wants to run a dungeon, so I think it's time I got her a DMG of her very own. I'm worried though--she loves to spend time flipping through [b]Deities & Demigods[/b], so I fear we may have to travel the planes and fight gods. :D [/QUOTE]
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