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Gamers: 11-15 years (parents, terachers, friends read too)
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<blockquote data-quote="Centaur" data-source="post: 1035167" data-attributes="member: 11822"><p>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.</p><p></p><p></p><p></p><p>1) 12</p><p>2) back then, lots of killing of bad bugs and collection as much treasure as possible.</p><p>3) At the time, the only problem they had was the fact that my homework and studies suffered somewhat.</p><p>4) Back then, most people didn't know anything about it. Today, knowledge is a little more easy to come by, but who knows.</p><p>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.</p><p></p><p></p><p></p><p>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.</p><p>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. <u>Youth Loves Power</u>, mainly because they preceive they have none.</p><p>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.</p><p>4) Done.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Remember to keep the educational parts of the story subtle though, you don't want them to think their in another class.</p></blockquote><p></p>
[QUOTE="Centaur, post: 1035167, member: 11822"] 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. 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. 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. [u]Youth Loves Power[/u], 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. [/QUOTE]
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