Is old school a good way to introduce younger players to D&D?

I'd say old school with the rules behind the screen approach is by far the simplest introduction. And while the complexity of those rules is chosen by the DM, simpler is better for younger players. Like puzzles, a simpler game is just easier for younger minds to work out. Better to work up to the more difficult stuff.

That said, 1st level D&D in a complex system is still pretty easy even for, say, 8-year-olds.
("That said" always reminds me of the Curb Your Enthusiasm Seinfeld reunion now)
 

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I confess, I don't know much about old school D&D.

Do you guys think it would be a good way (perhaps less complicated, fewer rules) to introduce younger players to D&D? My son is 5 now (so too early), but I very much want to play with him when he's older.

I'm thinking that Pathfinder/3e/4e are too complicated for his earliest gaming, so I was wondering about OD&D.

Thoughts?

Also, please, if you think this might be a good idea, what old school version would be best? Actual OD&D? AD&D? BECMI? Castles and Crusades? OSRIC? Some other retroclone?


IMO Papo, Schliech, Safari figures, Playmobil, Lego, a carpet and your imaginations are a real quick route to a starter like BECMI at about 7+.
 

I think folks vastly underestimate the complexity of games that kids can handle. Pokemon and M:tG were driven to their heights by kids, and those games are by no means simple.

That is no lie.

My 8 and 11 year old handle full blown AD&D 1e with no problems.

They're also quite comfortable with boardgames like Robo Rally, Cosmic Encounter, Blue Max, Formula De, and Carcassonne.

As to the original poster, B/X and/or Labyrinth Lord are great, great ways to introduce roleplaying, though they can quickly move to OSRIC/1e.
 

To all, thanks so much!!!


It sounds like I should get and learn BECMI for future gaming with my son.

The "roll the dice and Dad makes up the results" method does sound like the beginning of what I'll do with him...and it sounds like something I could do now.


Agreed, it's early. Too early for a real system. But, I'm looking forward to it, am a bit of a collector, and also, I think this has been very helpful for me to develop my plan...

My plan is going to be to learn BECMI so that I can do the "roll and Dad makes up the rest"...but to gradually (probably once per "session" or less) introduce a real rule...and then once he really understands that rule, to move on to the next one.


I also think using his own toys as minis is a fantastic idea!


But I don't mean to kill the thread! Thanks so much for all the great responses, and I'm looking to learn more.
 
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I've recently started running one-on-one games for my 4.5 year old. (I should note that waiting to age 8 or so is completely reasonable--that's the age I started at :) --but that my son was pushing to start earlier, and has a really solid sense of imagination, so it made sense for us to start earlier.) I do think that for very young children, a fair amount of simplification is necessary. My son can recognize the numbers on the die, and understand that high is good and low is bad, but he can't reliably do even the simple addition of a modifier to the die roll. We're using a (slightly simplified) 4E rule set, but that's to maintain compatibility with the games that a friend of his plays with his father--maybe a third of the games have been joint games. I wouldn't recommend starting with 4E, however: the additional complexity is tough for very young kids. A fighter whose standard action in combat is just to attack can be good for kids. If it were not for wanting to let him play with his friend, I would have gone with a simpler system--probably as simple as "roll high and you succeed!"

BECMI is certainly an awesome system. For a young player, concentrating on the BE side of things will make life easier. :) That said, for young players in particular, some of the old baggage of earlier editions of D&D will be problematic. There will be a point when a young child can do addition well but not subtraction. Descending armor class makes life harder. (Yes, you can convert this into a table look-up approach, but I think it's better for young children to spin it around into an ascending scale system.) For those reasons, I might consider a stripped down 3.x system or one of the retroclones that incorporates "high is always better" and "roll a d20 and add your modifier is the core mechanic," rather than pure BECMI. But again, this depends on age of child and the individual child--for a really young child, or a child for whom any arithmetic will be frustrating and unfun, I would be inclined to start with a proto-system: roll a six-sided die, 3 or higher succeeds--for really hard tasks, you need a 4 or even (gasp!) a five! For an 8 or 9 year-old who is a strong reader with strong arithmetic skills, throwing them into the deep end of 4E or 3.x or AD&D, whatever flavor is your preference, would likely be fine. If you want to wade in by starting with a simpler (or simplified) system, that would be fine, too.

Some other comments: especially with young kids, shorter sessions can be your friend. I typically run games for my son that are less than an hour--maybe half an hour for a normal game, an hour for a long session. That works well with managing his attention span. That means that the adventures tend to be pretty straightforward--maybe 2 or 3 "encounters" long, with a mix of mostly combat, some traps and puzzles, some role-play encounters, and so forth. As a player in a game for adults, I would find those frustratingly short and simplistic, but for a young child, those are just right--longer than that would be frustrating and lead to wandering attention.

Also, you should think carefully about whether to start off with just your child or whether to include one or more friends of the child as well (perhaps the children of your gaming buddies, if that makes sense for your circumstances). There are real trade-offs here. My son really enjoys playing D&D with his friend, but they are also much more out of control and prone to wandering attention when there are two of them at the table. Also, the combats last nearly twice as long, which means that in place of a quick, fun combat, sometimes you have a combat that lasts too long. For really young children, my advice would be to start them off playing on their own, and then have occasional very small group (say, 2 players + GM) games to supplement that. For older children who have more ability to focus and self-discipline, it might make sense to start with a group off the bat.

For more comments and thoughts on this, you might check out my story hour of games with my son.

Running games for my son is one of the most special things I get to do. I hope that you have as much fun and joy with it as I do. Good luck!
 

The "roll the dice and Dad makes up the results" method


Haven't updated this thread in ages, but there's a couple of examples of 1:1 play with a kid using stripped down mechanics here. Older than yours, but - for the age - the freedom of action/ player choice and creative play comes out of years of 'goodies and baddies' with Schleich figures, racing cuddly dog husky teams and shoebox sleds round the floor . . . :)
 

I was lucky enough that by age 5, my eldest son was begging to play (he's just turned 10 now). I used the 3.5 bpxed set -premade characters, dad did all the rules and he just focused on what to do and adding the numbers together (he's a math whiz, and I think this helped).

Since those early days, he's played BECMI, "Castles, Caves & Kids" ( we got it on RPGnow with the Haiti bundle), some 4E and Savage Worlds. While personally I've enjoyed the SW game the most, for the D&D brand I'd suggest BECMI.

Also, if you happen to have some Dungeon Tiles and a few plastic minis, just let 'em go to town with their own imaginations. I think both of my sons have had more fun with the tiles and minis than I've gotten use in my own games.

Once, they even set the whole dungeon up and I ran their "characters" through it with some very ...interprative... rules.
 

If you are trying to introduce him to role playing in general rather thin just D&D type role playing I would suggest mouse guard, it is a game aimed at young players. It’s centered around role playing, has simple rules and not a lot of math.
 

Freeform is best for very young players - and is doable at any age, I recall that aged 12-13 I used to GM freeform for my fellow schoolchildren & it worked great. Transitioning to rules, I think the Mentzer Red Box Basic set is a good choice, though the intro adventure bored my 3 year old when I ran it with him; it wasn't high-octane enough for him.

You can do semi-freeform with a d6 or other die for task adjudication, maybe a simple PC sheet and a character class, but not using full D&D rules.
 

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