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Help me get some kids involved in D&D
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<blockquote data-quote="Ycore Rixle" data-source="post: 3829475" data-attributes="member: 675"><p>I've had success running game clubs at school in New York and Buffalo. I strongly recommend not altering any of the rules in any organized way. That is, I wouldn't hand out a list of simple rules. In fact, I don't hand out any rules at all. In a first session with all new players, I just say, I'll explain the rules as we go. And we're off. Start with a combat. Ignore any rules that slow play. That's any rule that takes more than two seconds to resolve (I mean that two seconds literally). Wing it totally when necessary - keep things moving. Sometimes I say, When we learn all the rules, that will be a little different, but sure, for now that works.</p><p></p><p>I start with a combat and make the story come out in the combat. Have a villain who is attacking the PCs for a reason - perhaps a mistaken reason. Some kids will try to talk to the villain in the middle of the combat - let them. Listen to their out-of-character talk. If one of them says, "The villain's secret is probably..." then make that the villain's secret. They'll love it. Have the villain escape, but have some villains die and some treasure be found. With the villain escaped, you have a hook to your next adventure. And be sure to make it seem like the D&D world is much more solid than fluid. The kids want to feel like they're playing against a set difficulty, not against something that you're making up.</p><p></p><p>That's what's worked for me. If you want to discuss it more, feel free to email me.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 3829475, member: 675"] I've had success running game clubs at school in New York and Buffalo. I strongly recommend not altering any of the rules in any organized way. That is, I wouldn't hand out a list of simple rules. In fact, I don't hand out any rules at all. In a first session with all new players, I just say, I'll explain the rules as we go. And we're off. Start with a combat. Ignore any rules that slow play. That's any rule that takes more than two seconds to resolve (I mean that two seconds literally). Wing it totally when necessary - keep things moving. Sometimes I say, When we learn all the rules, that will be a little different, but sure, for now that works. I start with a combat and make the story come out in the combat. Have a villain who is attacking the PCs for a reason - perhaps a mistaken reason. Some kids will try to talk to the villain in the middle of the combat - let them. Listen to their out-of-character talk. If one of them says, "The villain's secret is probably..." then make that the villain's secret. They'll love it. Have the villain escape, but have some villains die and some treasure be found. With the villain escaped, you have a hook to your next adventure. And be sure to make it seem like the D&D world is much more solid than fluid. The kids want to feel like they're playing against a set difficulty, not against something that you're making up. That's what's worked for me. If you want to discuss it more, feel free to email me. [/QUOTE]
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