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Is old school a good way to introduce younger players to D&D?
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<blockquote data-quote="Azgulor" data-source="post: 5479874" data-attributes="member: 14291"><p>I'll echo Umbran's opinion about underestimating children's capacity to pick up the game. The trick, if you learned the game, at a young age is remembering how to break the game down into digestable pieces.</p><p></p><p>I also agree that you should pick a game you enjoy running. Once the kids learn the system, they may not be in a hurry to "graduate" to another system anytime soon.</p><p></p><p>When I started Pathfinder for my kids, I started with character concept: what do you want to be able to do? I then explained the concept of leveling and that they wouldn't be able to do everything immediately. I gave examples where I could. Harry Potter in movie 5 is more powerful than in movie 1, etc.</p><p></p><p>After character creation, I used a starter scenario where they started mostly equipment free so they didn't have to spend too much time kitting out.</p><p></p><p>The first few sessions were spent describing what the PCs saw/experienced/encountered and then prompting "What do you do?" and then explaining how that translated into game mechanics. By the 3rd session, they knew which dice to reach for when making an attack or damage roll.</p><p></p><p>For my kids, it's about their player characters and the adventure. They remember details in great detail in these areas. Mechanics are a distant secondary concern.</p><p></p><p>IMO, as it should be. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Azgulor, post: 5479874, member: 14291"] I'll echo Umbran's opinion about underestimating children's capacity to pick up the game. The trick, if you learned the game, at a young age is remembering how to break the game down into digestable pieces. I also agree that you should pick a game you enjoy running. Once the kids learn the system, they may not be in a hurry to "graduate" to another system anytime soon. When I started Pathfinder for my kids, I started with character concept: what do you want to be able to do? I then explained the concept of leveling and that they wouldn't be able to do everything immediately. I gave examples where I could. Harry Potter in movie 5 is more powerful than in movie 1, etc. After character creation, I used a starter scenario where they started mostly equipment free so they didn't have to spend too much time kitting out. The first few sessions were spent describing what the PCs saw/experienced/encountered and then prompting "What do you do?" and then explaining how that translated into game mechanics. By the 3rd session, they knew which dice to reach for when making an attack or damage roll. For my kids, it's about their player characters and the adventure. They remember details in great detail in these areas. Mechanics are a distant secondary concern. IMO, as it should be. :) [/QUOTE]
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Is old school a good way to introduce younger players to D&D?
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