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Introducing a 10-year old to D&D: framing the adventure
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<blockquote data-quote="Magean" data-source="post: 7618551" data-attributes="member: 6896297"><p>Thanks a lot to all you guys for your sharing your experience and advice. Very interesting pieces for sure.</p><p></p><p>There doesn't seem to be a consensus on whether or not to use pregenerated characters. Bear in mind that this kid isn't very familiar with fantasy tropes, so building a character wouldn't be as easy as recreating Gimli. I'm not sure he'd be able to say "I want this one!" and not be overwhelmed with option paralysis.</p><p></p><p>However, you're probably right that the scenario I have in mind would be too long.</p><p></p><p>So, I'm now considering the following... We'd start with tutorial prequels, like in some video games. They would be a series of short one-shots letting my cousin experience various character archetypes.</p><p></p><p>Plot-wise, the prequel approach would justify him not building his own character. His future character may be a child during the prequel. You see, like the trope of the young boy watching his village being raided by orcs/bandits/invaders... When that happens in video games, you typically play the father/mentor. Then, the screen goes black and scenario resumes a couple years later. The young boy is now ready to adventure on his own and take his revenge. </p><p></p><p>Afterwards, if my cousin wants to continue playing, the tutorial characters may appear as NPCs in the real adventure. Unless he really likes one of them and wants to keep playing that character.</p><p></p><p>I think doing so would add a cinematic layer to the storytelling, serving both tutorial and exposition purposes.</p><p></p><p>Quite conveniently, the main Eberron timeline is currently running 4 years after the end of a major war. The tutorial could be about events that occurred during the war.</p></blockquote><p></p>
[QUOTE="Magean, post: 7618551, member: 6896297"] Thanks a lot to all you guys for your sharing your experience and advice. Very interesting pieces for sure. There doesn't seem to be a consensus on whether or not to use pregenerated characters. Bear in mind that this kid isn't very familiar with fantasy tropes, so building a character wouldn't be as easy as recreating Gimli. I'm not sure he'd be able to say "I want this one!" and not be overwhelmed with option paralysis. However, you're probably right that the scenario I have in mind would be too long. So, I'm now considering the following... We'd start with tutorial prequels, like in some video games. They would be a series of short one-shots letting my cousin experience various character archetypes. Plot-wise, the prequel approach would justify him not building his own character. His future character may be a child during the prequel. You see, like the trope of the young boy watching his village being raided by orcs/bandits/invaders... When that happens in video games, you typically play the father/mentor. Then, the screen goes black and scenario resumes a couple years later. The young boy is now ready to adventure on his own and take his revenge. Afterwards, if my cousin wants to continue playing, the tutorial characters may appear as NPCs in the real adventure. Unless he really likes one of them and wants to keep playing that character. I think doing so would add a cinematic layer to the storytelling, serving both tutorial and exposition purposes. Quite conveniently, the main Eberron timeline is currently running 4 years after the end of a major war. The tutorial could be about events that occurred during the war. [/QUOTE]
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