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Gamers: 11-15 years (parents, terachers, friends read too)
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<blockquote data-quote="WanderingMonster" data-source="post: 1032892" data-attributes="member: 573"><p>1) I think middle school age is the perfect age for D&D. Many kids show interest & ability to handle the rules earlier, but by 11 nearly every kid should be able to do this.</p><p></p><p>2) I think task intensive, and episodic adventures would be best. Skew heavy to the rewards and kewl-ness facrtor. Not quite Monty Haul, in fact the basic XP and rewards system in the DMG should be fine. I think kids at this age are looking less for a rewarding role-playing experience than indulging in a fantasy where they have power to influence the world (albeit an imaginary one). Of course, I could be wrong.</p><p></p><p>3) If they're interested, then the problem is largely financial and social. 11-15 years don't often have the income to buy this stuff themselves. Mom and Dad must make the purchase (even indirectly). Which brings us the social aspect. Mom and Dad might not "get" D&D. They need to have assurances that they're not doing anything bad for their kids. Parents night (seriously!) might go a long way towards easing their minds, and giving them a reference to talk with their kid about their new hobby. Once they realize that you are providing a safe place for their kids to go for 3-hours a week, and that you might even be stimulaing their curiousity for learning, they'll bite.</p><p></p><p>What about providing take home mimeographed (does anyone mimeograph anymore?? I can still smell the fresh wet paper...mmmmm) para-educational materials? <em>"2d6 or 1d12? What's the difference?" "Suggested Fantasy Reading List" "Myths Behind the Monsters"</em></p><p></p><p>See? You've got math, lit, and social studies all right there!</p></blockquote><p></p>
[QUOTE="WanderingMonster, post: 1032892, member: 573"] 1) I think middle school age is the perfect age for D&D. Many kids show interest & ability to handle the rules earlier, but by 11 nearly every kid should be able to do this. 2) I think task intensive, and episodic adventures would be best. Skew heavy to the rewards and kewl-ness facrtor. Not quite Monty Haul, in fact the basic XP and rewards system in the DMG should be fine. I think kids at this age are looking less for a rewarding role-playing experience than indulging in a fantasy where they have power to influence the world (albeit an imaginary one). Of course, I could be wrong. 3) If they're interested, then the problem is largely financial and social. 11-15 years don't often have the income to buy this stuff themselves. Mom and Dad must make the purchase (even indirectly). Which brings us the social aspect. Mom and Dad might not "get" D&D. They need to have assurances that they're not doing anything bad for their kids. Parents night (seriously!) might go a long way towards easing their minds, and giving them a reference to talk with their kid about their new hobby. Once they realize that you are providing a safe place for their kids to go for 3-hours a week, and that you might even be stimulaing their curiousity for learning, they'll bite. What about providing take home mimeographed (does anyone mimeograph anymore?? I can still smell the fresh wet paper...mmmmm) para-educational materials? [i]"2d6 or 1d12? What's the difference?" "Suggested Fantasy Reading List" "Myths Behind the Monsters"[/i] See? You've got math, lit, and social studies all right there! [/QUOTE]
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