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<blockquote data-quote="nyrfherdr" data-source="post: 2424614" data-attributes="member: 3394"><p>Here are some anecdotes from my experiences:</p><p></p><p>In Portland, Oregon I ran an FLGS campaign. It was open to all comers (dangerous!) and went pretty well. The young players, under 18, were generally well behaved and mature. The 18-21 were pretty disruptive. I don't know why.</p><p></p><p>In California, as a newcomer to the area, I ran another FLGS game. It was almost exclusively young players. Same as above. The high school grad was the disruptive teen.</p><p></p><p>When I met more players, I retired the game in the store. Several of the boys wanted to join my home game. Because I didn't know their parents, I declined. I was not comfortable with that and I didn't want their parents to be uncomfortable either. Something to consider if a minor joins your game.</p><p></p><p>I currently run a game with 4 adults and two children (10 and 14). The 14 year old is the son of one of the players. My son (the 10 year old) doesn't play every game. Some story lines are boring to him. His character is a simple Halfling Rogue/sorceror. He has a lot of fun and it is easy to play as an NPC when he isn't there.</p><p></p><p>The game is decidedly PG. A couple of the other players would like more adult themes, but that is not possible in the current structure.</p><p></p><p>It all comes down to style, flexibility and maturity.</p><p></p><p>My suggestions:</p><p>If the kid is a minor, talk to his parents.</p><p>If the kid is over 18, let him know that he plays on your whim. You can cut him loose at any time. If you set a 4 session trial or something, make sure that it doesn't imply that he is 'safe' afterwards. His play style may very well change after the 'grace' period is over.</p><p></p><p>The potential for finding a good player is too high not to give the guy a chance.</p><p>Most of us started as teenagers. I think many of us were mature enough to play with the adults.</p><p></p><p>Game ON!</p><p>Nyrfherdr</p></blockquote><p></p>
[QUOTE="nyrfherdr, post: 2424614, member: 3394"] Here are some anecdotes from my experiences: In Portland, Oregon I ran an FLGS campaign. It was open to all comers (dangerous!) and went pretty well. The young players, under 18, were generally well behaved and mature. The 18-21 were pretty disruptive. I don't know why. In California, as a newcomer to the area, I ran another FLGS game. It was almost exclusively young players. Same as above. The high school grad was the disruptive teen. When I met more players, I retired the game in the store. Several of the boys wanted to join my home game. Because I didn't know their parents, I declined. I was not comfortable with that and I didn't want their parents to be uncomfortable either. Something to consider if a minor joins your game. I currently run a game with 4 adults and two children (10 and 14). The 14 year old is the son of one of the players. My son (the 10 year old) doesn't play every game. Some story lines are boring to him. His character is a simple Halfling Rogue/sorceror. He has a lot of fun and it is easy to play as an NPC when he isn't there. The game is decidedly PG. A couple of the other players would like more adult themes, but that is not possible in the current structure. It all comes down to style, flexibility and maturity. My suggestions: If the kid is a minor, talk to his parents. If the kid is over 18, let him know that he plays on your whim. You can cut him loose at any time. If you set a 4 session trial or something, make sure that it doesn't imply that he is 'safe' afterwards. His play style may very well change after the 'grace' period is over. The potential for finding a good player is too high not to give the guy a chance. Most of us started as teenagers. I think many of us were mature enough to play with the adults. Game ON! Nyrfherdr [/QUOTE]
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