Li Shenron
Legend
I can bring my experience of teaching D&D 5e to our own kids, and also both 3e and 5e to many adult beginners/casual gamers, but I'll focus on the purpose of teaching a 10yrs (my youngest were actually younger when we started playing).
You are absolutely right to avoid excessive rules explanations at all costs. In fact, I suggest you teach nothing about the rules before starting. It's not easy to avoid, because as soon as they will see the character sheet, they will start asking what's the meaning of this and that. Resist telling them the details... stay generic and respond in a single sentence: "What's AC?" "A number that tells how good is your defense in combat". Promise you'll explain the rules when they will actually come into play.
And about telling the "basics of roleplaying"... what's that? Just tell the kid(s) they will be playing a character in a fantasy story full of monsters, traps and battles! The only "basics" to know is that you can't always get what you want, you decide what you want to do, and the rules + dice rolls will tell you what you get.
Even though character generation is a huge part of RPGing, I strongly agree with you that pregens are better for the first session ever, unless you already have the strong feeling that the players are interested in a long-term hobby. Even with 5e fast generation of characters, it will still take the kid a long time making decisions. It's better that you create a few pregens, and you only let them choose which one to play. Let them fill some non-mechanical details if they want to (e.g. appearance, personality) but don't force them to... this is stuff that can be added later or just emerges from playing. Ask them to pick a name, and start the story immediately.
Yes, but don't go too far in the first session. A map and a bunch of minis is enough to engage the players.
Yes and no... I think it's a good thing to teach them that the game has boundaries, but of course it should not frustrate them.
Up to you. I am biased because I don't like Eberron, but in general I would rather go with the most "classical" fantasy world possible, so that their first experience is the most largely shared with other players in history. Hence, I'd go with a "vanilla D&D setting" that has humans/elves/dwarves/halflings on the good side, and orcs/undead/dragons and other iconic monsters on the evil side.
Sounds great, but it might be hard to fit everything on a single session.
I think it might be better to make sure your first session will be self-contained, such as a single mini-dungeon to explore, as a "coming-of-age" adventure for the main character. IMHO it gives a good feeling to a beginner to "complete" their first quest on day 1. If he likes the game, you can then have the real adventure with all its parts start on session 2, and then not worry about taking a break, because if he's up to session 2 then he'll also be up to session 3 and 4 and...
This is the only part that worries me. The absolute best feature of RPGs is that they are cooperative games. If he's playing alone, he'll be missing this key feature. Playing multiple characters won't make up for it, and it can even be a bad idea for a beginner. Try the best you can to find someone else to play together (at least 3 players)!
-don't overwhelm the audience with a lecture on rules and the adventure setting. Instead tell them the basics of roleplaying, that they're going to roll D20's most of the time, that the adventure is rather free-form but for skill checks, except in combat where it's structured more like a board game... things like that. Present the broad strokes of the setting. Then, jump into the game and let people learn by doing and explore the setting. This piece of advice applies to any newbie, not just kids.
You are absolutely right to avoid excessive rules explanations at all costs. In fact, I suggest you teach nothing about the rules before starting. It's not easy to avoid, because as soon as they will see the character sheet, they will start asking what's the meaning of this and that. Resist telling them the details... stay generic and respond in a single sentence: "What's AC?" "A number that tells how good is your defense in combat". Promise you'll explain the rules when they will actually come into play.
And about telling the "basics of roleplaying"... what's that? Just tell the kid(s) they will be playing a character in a fantasy story full of monsters, traps and battles! The only "basics" to know is that you can't always get what you want, you decide what you want to do, and the rules + dice rolls will tell you what you get.
-as a result, pregenerated characters are to be preferred. The first time you create a character, it takes hours and can feel overwhelming. The amount of information to process is simply daunting. A roster of pregens (with blank fields for gender, physical features and personality traits) to choose from is largely enough. Attach easy-to-read spell cards to spellcasters, possibly using a color-code to distinguish between cantrips, prepared spells and unprepared spells. Players can prepare other spells once they've a better understanding of the system. Again, that applies to all newbies.
Even though character generation is a huge part of RPGing, I strongly agree with you that pregens are better for the first session ever, unless you already have the strong feeling that the players are interested in a long-term hobby. Even with 5e fast generation of characters, it will still take the kid a long time making decisions. It's better that you create a few pregens, and you only let them choose which one to play. Let them fill some non-mechanical details if they want to (e.g. appearance, personality) but don't force them to... this is stuff that can be added later or just emerges from playing. Ask them to pick a name, and start the story immediately.
-Now this is more specific to the younger audience: props and visual elements are especially important for them to get into the setting and their character. Bring pictures of people and places, minis, tokens, maps...
Yes, but don't go too far in the first session. A map and a bunch of minis is enough to engage the players.
-Children love doing cool stuff and they have a vibrant imagination for that. In case of a conflict between rules and cool RP, the latter should definitely trump the former.
Yes and no... I think it's a good thing to teach them that the game has boundaries, but of course it should not frustrate them.
However, this isn't necessarily a hindrance because my go-to setting is Eberron. It's the one I know best and can improvise best in. Eberron adds it own twist to the classic fantasy tropes, it doesn't feel as Tolkien-ish as the Forgotten Realms. Now, Eberron is often advertised a "pulp-noir". Obviously, I'm not going full nihilistic noir with a 10-year old. There won't be troubled antiheros with a very dark past, shades of grey everywhere, moral quandaries, clash of political ideologies, everyone being a potential villain with a relatable excuse... I won't do that. The pulp side, though, would in my opinion do the job.
Up to you. I am biased because I don't like Eberron, but in general I would rather go with the most "classical" fantasy world possible, so that their first experience is the most largely shared with other players in history. Hence, I'd go with a "vanilla D&D setting" that has humans/elves/dwarves/halflings on the good side, and orcs/undead/dragons and other iconic monsters on the evil side.
At that point, I'm considering ripping off the plot of The Attack of the Clones. Say whatever you want about the movie, if you remove the terrible angst & love Anakin parts and focus on Obi-Wan, you're left with:
-an assassination attempt (could be a kidnapping, heist, whatever)
-a chase
-an investigation that goes from the slums to the Jedi archives (university library, in game terms), involving different skill checks
-travel to an exotic location
-another chase
-a stealth / infiltration scene
-a climactic battle
Sounds great, but it might be hard to fit everything on a single session.
I think it might be better to make sure your first session will be self-contained, such as a single mini-dungeon to explore, as a "coming-of-age" adventure for the main character. IMHO it gives a good feeling to a beginner to "complete" their first quest on day 1. If he likes the game, you can then have the real adventure with all its parts start on session 2, and then not worry about taking a break, because if he's up to session 2 then he'll also be up to session 3 and 4 and...
It's most likely going to be a singleplayer game. I'm pondering letting my young cousin play multiple characters at once, so he can experiment various things. That being said, a friend of his as well as his older sister may join us, who knows.
This is the only part that worries me. The absolute best feature of RPGs is that they are cooperative games. If he's playing alone, he'll be missing this key feature. Playing multiple characters won't make up for it, and it can even be a bad idea for a beginner. Try the best you can to find someone else to play together (at least 3 players)!