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I'm young but I play d&d
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<blockquote data-quote="Gorgon Zee" data-source="post: 6971959" data-attributes="member: 75787"><p>Hey infernoavenger,</p><p></p><p>So, I run a regular D&D game for my church's youth group. Adults play and run as well as kids (8+), youths (?) and college age kids. The best advice I would have is always to remember the purpose of playing is purely to have fun. If you and your fellow players keep that in mind, you will smooth over any issues and learn to have the best experience as a group. Any other advice is really details on how to make that happen. Some suggestions would be:</p><p></p><p>Take some time to learn the style of the group (this is true for all players!) Some groups like silly jokes and over-the-top theatrics, others like to carefully plan encounters, others to spend all their time roleplaying. Try and play in the style of the others and see if it works for you. </p><p></p><p>On the opposite side -- don't be afraid to contribute. Some of my best experiences as a GM have been by new players who came up with a fun, hilarious or novel way of approaching a challenge. Your youth is an ASSET -- you are not going to fall back on years of tired cliches and tropes that we older folk are encumbered with. I've had players suggest dressing up as sheep to sneak up on an ice dragon ("their white color would disguise themselves in the snow") which was very fun, even if a total failure as a mission. I've had a new player react to a standard "you are attacked by goons" by hiring them, and semi-abandoned a Living Forgotten Realms module because the new players assumed that something set in The Dragon Coast would have dragons, so they left the adventure to go find them. That ended up a lot of fun for all of us.</p><p></p><p>Finally, sooner or later you will find a player who will put down any suggestions you have. They will sigh and say "that won't work because ..." or "when you have played more you will understand that ..." or the like. They're not bad people, but they're forgetting the golden rule of making it fun for all. My hope is that the GM will not let them squish your fun, but if not, remember that they're only some of the people who play. If you cannot find fun with them, and the GM won't help you out, you may have to move on. But keep going!</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 6971959, member: 75787"] Hey infernoavenger, So, I run a regular D&D game for my church's youth group. Adults play and run as well as kids (8+), youths (?) and college age kids. The best advice I would have is always to remember the purpose of playing is purely to have fun. If you and your fellow players keep that in mind, you will smooth over any issues and learn to have the best experience as a group. Any other advice is really details on how to make that happen. Some suggestions would be: Take some time to learn the style of the group (this is true for all players!) Some groups like silly jokes and over-the-top theatrics, others like to carefully plan encounters, others to spend all their time roleplaying. Try and play in the style of the others and see if it works for you. On the opposite side -- don't be afraid to contribute. Some of my best experiences as a GM have been by new players who came up with a fun, hilarious or novel way of approaching a challenge. Your youth is an ASSET -- you are not going to fall back on years of tired cliches and tropes that we older folk are encumbered with. I've had players suggest dressing up as sheep to sneak up on an ice dragon ("their white color would disguise themselves in the snow") which was very fun, even if a total failure as a mission. I've had a new player react to a standard "you are attacked by goons" by hiring them, and semi-abandoned a Living Forgotten Realms module because the new players assumed that something set in The Dragon Coast would have dragons, so they left the adventure to go find them. That ended up a lot of fun for all of us. Finally, sooner or later you will find a player who will put down any suggestions you have. They will sigh and say "that won't work because ..." or "when you have played more you will understand that ..." or the like. They're not bad people, but they're forgetting the golden rule of making it fun for all. My hope is that the GM will not let them squish your fun, but if not, remember that they're only some of the people who play. If you cannot find fun with them, and the GM won't help you out, you may have to move on. But keep going! [/QUOTE]
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