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Help me design a story/encounters for kids
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<blockquote data-quote="Aluvial" data-source="post: 4468144" data-attributes="member: 6862"><p>Well, you have boys and they'll want adventure. My big question is whether they can handle the complexities of the rule set. If you think they can grasp the major points, then I think you are a go... but if you think that it might be a little too much math (granted the game is great for learning basic math skills) then I would dumb it down a tad, make simpler character sheets with just the necessary numbers to play. For example, Jump +10, not Jump +10 - 5 ranks, 3 ability, and 2 synergy. </p><p> </p><p>Simple sheets in a big sized font. </p><p> </p><p>If they can handle the game, then adventures should be fairly easy for the boys. I would definitely steer them down the fantasy line of things, breaking them away from the conventional anime that is so prevelent in our western society. Make the bad guys BAD, the good guys GOOD. With adults, I play with degrees within the alignment system; in fact, we don't really use it. Its how you act around others that speaks volumes. Use alignment for the kids to show them how to behave, expect them to be GOOD heroes. You almost have a responsibility to teach them morals while playing. Not in a preachy way, but in a fun way. Heroes protect the innocent. </p><p> </p><p>I taught my younger cousins to play DnD years ago. One of the lessons that I learned from my uncle (who taught me), was to make the PC's responsible for their actions. Their must be a lot of cause and effect. IF-THEN stuff. Give the party a charter that they must sign to join up, something like a code of ethics that they must follow. This allows them the opportunity to choose whether they want to play, but to play in a way that makes them be responsible for being heroes. </p><p> </p><p>Children, especially teens can take roleplaying very seriously. Make sure there is a distinction between the game world and the real world. When you are done playing, take time to talk about the adventure, and plan a small activity, I suggest a snack. As the DM you are taking on a role that is bigger then just a buddy playing a game, you are acting as a compass for their future. Good roleplay leads to good behavior.</p><p> </p><p>Ok, so I know this sounds heavy in the preachy department, but I only wanted to say that teen boys are impressionable. They should not be allowed to hack up the waitress in the bar and walk away. There has to be RULES. Kids live and thrive with order and dicipline. Your game world has to reflect that evil and corrupt behavior will be punished, if not by their peers, but by the populace. Do not resort to hach 'n slash. Plot is very important to teens. Try VERY hard to remember what it was like to be hitting puberty. These kids are extremely inpressionable. You have a great opportunity here to teach them something; don't squander it.</p><p> </p><p>Sorry to be so preachy myself... hope this gives you something to think about.</p><p> </p><p>Aluvial</p></blockquote><p></p>
[QUOTE="Aluvial, post: 4468144, member: 6862"] Well, you have boys and they'll want adventure. My big question is whether they can handle the complexities of the rule set. If you think they can grasp the major points, then I think you are a go... but if you think that it might be a little too much math (granted the game is great for learning basic math skills) then I would dumb it down a tad, make simpler character sheets with just the necessary numbers to play. For example, Jump +10, not Jump +10 - 5 ranks, 3 ability, and 2 synergy. Simple sheets in a big sized font. If they can handle the game, then adventures should be fairly easy for the boys. I would definitely steer them down the fantasy line of things, breaking them away from the conventional anime that is so prevelent in our western society. Make the bad guys BAD, the good guys GOOD. With adults, I play with degrees within the alignment system; in fact, we don't really use it. Its how you act around others that speaks volumes. Use alignment for the kids to show them how to behave, expect them to be GOOD heroes. You almost have a responsibility to teach them morals while playing. Not in a preachy way, but in a fun way. Heroes protect the innocent. I taught my younger cousins to play DnD years ago. One of the lessons that I learned from my uncle (who taught me), was to make the PC's responsible for their actions. Their must be a lot of cause and effect. IF-THEN stuff. Give the party a charter that they must sign to join up, something like a code of ethics that they must follow. This allows them the opportunity to choose whether they want to play, but to play in a way that makes them be responsible for being heroes. Children, especially teens can take roleplaying very seriously. Make sure there is a distinction between the game world and the real world. When you are done playing, take time to talk about the adventure, and plan a small activity, I suggest a snack. As the DM you are taking on a role that is bigger then just a buddy playing a game, you are acting as a compass for their future. Good roleplay leads to good behavior. Ok, so I know this sounds heavy in the preachy department, but I only wanted to say that teen boys are impressionable. They should not be allowed to hack up the waitress in the bar and walk away. There has to be RULES. Kids live and thrive with order and dicipline. Your game world has to reflect that evil and corrupt behavior will be punished, if not by their peers, but by the populace. Do not resort to hach 'n slash. Plot is very important to teens. Try VERY hard to remember what it was like to be hitting puberty. These kids are extremely inpressionable. You have a great opportunity here to teach them something; don't squander it. Sorry to be so preachy myself... hope this gives you something to think about. Aluvial [/QUOTE]
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