Gamers: 11-15 years (parents, terachers, friends read too)

I started playing when I was 12, I'm almost 32 now, and the proud parent of 2.

1) How young is too young for D&D?

If it were me, I would most likely set the minimum age at about 13. I say this because for those who don't know what D&D is about, it's easy to make the comparison to the LoTR film, which is PG-13.

2) What sort of adventures/plots/style of play do you think are appropriate for young gamers?

I would keep it fairly black and white, mixing it up alittle with themes from thier literature classes. Try to minimize violence and highlight teamwork, ethics, building communication skills and critical thinking skills.

3) What do you think is the best way to help a youngster who is interested in gaming get into the hobby?

I'm not positive, but try to present a varienty of games, and maybe use the quickplay rules from different game systems to give the kids a taste of whats out there without needing to read 350 pages of rules.

Just a couple of other comments.

I can certainly understand the reason for wanting to play D&D, but in a school system you may want to consider another system. D&D still carries quite a bit of baggage from the 80's, even if it isn't as bad as it used to be. Games like Star Trek or LoTR from decipher or even EQRPG come from licenced properties that may be more acceptable to the average parent. I would avoid controversy anywhere I could.

Mutants and Masterminds is actually a pretty decent option too, you can neatly sidestep all the occult objections and at the same time do away with the violence issues too - nobody dies. And Comics are popular again aren't they?
 

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Thanks for the replies so far. A couple of responses to the comments that have been made:

I have also thought that pushing an RPG other than D&D might solve some political problems. However, even though D&D contains swords and sorcery, it at least doesn't have guns, which is why I'm not big on playing a modern or future game. Plus there is just a whole lot more material out there for D&D than for most other settings. Still, it's a good point, and Mutants and Masterminds in particular is an excellent suggestion. I've been looking for an excuse to buy it.

Making it a more general gaming club is also a good suggestion. In that case, I'd love to introduce the kids to some more "gamer-y" and less mainstream games, like Settlers or Apples to Apples. Any suggestions in that vein?

ergeheilalt, as an eighth grade math teacher who is also a "pale D&D gamer in the summertime", I'd like to apologize on behalf of my profession. And Moe, I like getting to know the stuck-up know-it-alls at school (was and am one myself), so that's a selling point, not a warning. :D

Thanks again to all, and please keep sharing your thoughts.

Norne
 

Well, I'm now a 31 year old gamer, but I started when I was 12, so i'll try and answer both sets of questions.

norne said:
1) When did you start?
2) What sorts of adventures/plots/style of play do enjoy?
3) Do your parents have any problem with your playing D&D?
4) Do you have a sense how many of your peers are interested in RPGs? Do you have a hard time finding people to play with?
5) Anything else you'd like to ad about your experiences as a young gamer?

1) 12
2) back then, lots of killing of bad bugs and collection as much treasure as possible.
3) At the time, the only problem they had was the fact that my homework and studies suffered somewhat.
4) Back then, most people didn't know anything about it. Today, knowledge is a little more easy to come by, but who knows.
5) I found that some people I gamed with at that age were more serious about the game than others. Some used it as a excuse to get together and have fun while others were actualy into the game and the plot and what was happening. Needless to say the former no longer game and the later group I still game with.

norne said:
1) How young is too young for D&D?
2) What sort of adventures/plots/style of play do you think are appropriate for young gamers?
3) What do you think is the best way to help a youngster who is interested in gaming get into the hobby?
4) If you can answer any of the "kid" questions above either from your own perspective as a young gamer or from the perspective of the child or children you know, please do.

1) I think it's more a maturity level than any numerical age. If the youth is capable of keeping his mind focused on something for more than a minute, and doesn't treat things without thought, then he or she should be fine. As a general rule however, I wouldn't go below 10 or so.
2) Keep it simple and short. Make the situation semi obvious, maybe with some sort of "Benefactor" in the game. This person sends them out on missions for the "Crown". Keep the roleplaying parts short and too the point and make sure the characters can show their character capabilities in combat often. Keep the treasure and XP flowing and all will be good. Youth Loves Power, mainly because they preceive they have none.
3) Encouragement and a controlled environment. As a teacher, you are likely someone these youth will look up to. Make sure you keep that position and show how much you love the game.
4) Done.

I think that you have a semi-unique opportunity as a teacher here. I know that when I was in school at this age and begining to Play D&D, I had no interest in History, creative writing or any of those other things. Now as a 30+ year old gammer, I wish I had paid beter attention to those things.

Maybe try and base your adventures off of real world events in history, and then after words, Give Bonus XP to anyone who can Identify the basis of the adventure. Encourage the Players to write background material for their characters and award bonus XP based on that.

Remember to keep the educational parts of the story subtle though, you don't want them to think their in another class.
 
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Funny you should mention this... I started playing way back in 1981 just before I turned 11. We mostly played hack and slash dungeon crawls.

The following year I entered 6th grade and my homeroom teacher was gamer. Some of us that lived in the neighborhood near the school formed a gaming club with our teacher. We had a grand time with it, and I credit the experience with opening my eyes to joys of roleplaying.

Unfortunately, I went to a southern baptist private school, and when the negative press about D&D spread, my teacher was forced to stop the club. By that time, of course, it was too late... I was going to be a gamer for the rest of my days. ;)

That said, a lot of the stigma of D&D has fallen by the wayside. Kids these days have played Diablo, WarCraft, Baldur's Gate, Everquest, Ultima, etc. Having a gaming club at school shouldn't be much of a problem anymore. I think you should go for it. However, I agree with a previous poster that said it might be prudent to include other types of games beyond RPGs.

--sam
 

1) When did you start?
September last year, when I was 13

2) What sorts of adventures/plots/style of play do enjoy?
"Role"play with all that social interaction and some good dungeon crawling

3) Do your parents have any problem with your playing D&D?
Nope

4) Do you have a sense how many of your peers are interested in RPGs? Do you have a hard time finding people to play with?
About 1 in 100, we have some trouble finding people who like it, we get a few more who think they'll try it.

5) Anything else you'd like to ad about your experiences as a young gamer?
Nope.
 

norne said:

ergeheilalt, as an eighth grade math teacher who is also a "pale D&D gamer in the summertime", I'd like to apologize on behalf of my profession.

LOL. That is pretty funny. No need for appologies, it was just something that stuck out in my mind about D&D in middle school. I'd enjoy hearing more on the progression and developement in this club - my brother (entering middle school next year) is interested in gaming, anything I could steal from you example might encourage him to play would be great. :)

Erge
 

Norne,

I'm also a middle school teacher (6-8 grade coomputers). I've been running a D&D group, started out of a gaming store, for the past three years. I've had six different kids in the middle school range as players. Furthermore, I'm also trying to get a gaming activity club started at my school.

Regarding your questions:
1) How young is too young for D&D?
I think the "PG-13" guideline is pretty good to start out, but be willing to make exceptions. I've had one 9 year old player who has handled all of it well.

2) What sort of adventures/plots/style of play do you think are appropriate for young gamers?
Basic action movie type plots are a good start, and sure do go a long way, even for adult players. I have both pre-teens and adults as players, and I don't get too much into other themes. Ask for feedback occasionally, and the players will tell you what they want.

3) What do you think is the best way to help a youngster who is interested in gaming get into the hobby?
I think a gaming club is the best way. A place where he or she can meet other interested folks, with the materials on-hand to get started.

If you want to start an RPG club out of your school, it's best to be prepared. You may find people who object to it all based on religious reasons, as well psychology-based reasons. Show your professionalism and concern for the students by being able to respond to possible concerns. I'd recommend visiting the GAMA web site, and their "Games in Education" page: http://www.gama.org/gamesed/index.cfm?fuseaction=home&nodeID=5

Other approaches are possible, too. One could de-emphasize the RPG content of the club (include board games as well, there are many excellent ones that educators should be using!). Or, make the RPG campaign "school friendly." For example, (in gamerese) make the campaign low-magic, historical based. If the kids are recreating the adventures of Jason and the Argonaughts, or helping Marco Polo reach the east, who could NOT see the educational value? :D

Again, asking what the students are interested in, and using your professional perspective to guide them, you should be OK.

take care,

FM
 

A couple of practical questions:

Anybody know of a good place to buy Roborally, preferably without spending an arm and a leg?

Any suggestions on aquiring some games and books relatively cheaply? My FLGS is not all that friendly.

Thanks again,
Norne
 

Howdy. My last gaming group (just broke up due to impending moves of all the players) included five 30-something adults and one 8-year-old boy. The boy is the son of one of our players, and I would like to mention that that family are devout Mormons. Our game did NOT include excess violence or sexual themes. The 8-year-old was brilliant; he ended up practically memorizing the PHB and MM and served as our group's rules lawyer. He did get upset when his character died and tears were shed, but the rest of our group was concilliatory to him and he was happy when he found out he would be getting to make a new character. I think it's not a problem to have someone as young as eight play, you just have to be careful that the rest of the players are nice people and that the game stays a bit pure. I admit, it's more of a problem for the adult player who wants to drink and swear at the table than it is for the 8-year-old. Heck, even my 2-year-old daughter gets a thrill of sitting at the table and tossing dice. She likes to say "Sixteen!" after a die roll, no matter what number pops up. D&D is great for teaching simple math skills.
 

1) When did you start?
2) What sorts of adventures/plots/style of play do enjoy?
3) Do your parents have any problem with your playing D&D?
4) Do you have a sense how many of your peers are interested in RPGs? Do you have a hard time finding people to play with?
5) Anything else you'd like to ad about your experiences as a young gamer?

If you're an adult (parent, teacher, mentor) who knows a young gamer or potential gamer:

1) How young is too young for D&D?
2) What sort of adventures/plots/style of play do you think are appropriate for young gamers?
3) What do you think is the best way to help a youngster who is interested in gaming get into the hobby?
4) If you can answer any of the "kid" questions above either from your own perspective as a young gamer or from the perspective of the child or children you know, please do.

I'm 16, and have observed and helped one of the teachers at my school run D&D, as well as DMing my own group of middleshcoolers, so I have a fairly good opinion on this sort of stuff.

I started when I was 14, and the vast majority of the plots I have been of the "Kill the monsters, take their stuff variety," with various NPCs providing the quest. My parents have had no problem with it, except in the usual 'shouldn't you be studying instead of hanging out at ENworld way'. D&D has been fairly popular at my school, with a weekly lunch session and also a D&D Special Studies once per week.

The youngest gamers I've evered played with has been 10, but he was a military history and fantasy buff, as well as an avid video gamer, so he already had a good start on the basics of the game. I'd say that 10 is the minimum cut-off age for people without much of a background. The Middle-School teacher I've help uses D&D to teach Latin (Pulso lancio!), and takes his plots out of mythology and history. Finding Atlantis, A Journey Through Hell, and being part of King Arthur's Court are some of the ones I've played in. As for helping kids get into the hobby, I'd recommend the Belgariad books, which are relatively short and fast, and are actually pretty D&Dish in their characters.

As for getting books, many gamers are getting rid of their 3e books now, so you might be able to pick some up fairly cheaply from Ebay or similar. WotC stores are also having their 70% off sale, and while they've probably sold anything good by now, they may have some PHBs left or something. I'd also recommend picking some of Chessex's 'Pound o' Dice', so then you can get the kids some sets of dice.

If you'd like to talk more, email me at zarkology1@yahoo.com, or AIM me at zarkology1.
 
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