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Is old school a good way to introduce younger players to D&D?
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<blockquote data-quote="Jan van Leyden" data-source="post: 5480787" data-attributes="member: 20307"><p>My own experience - introducing my 9 and 11 years old along with some like-aged friends with them - with BECMI as an introductory system is positive, also with a disadvantage that comes up more and more often now.</p><p></p><p>The players came to grip with the system very easily, just because so little of the rules are fixed, so much is left to improvisation. What they don't like is the high mortality rate. It was cool to have a character die in game and roll up a new one for the first few times, but with time they got more and more annoyed by this.</p><p></p><p>I also noted that the players have a very character-focused view of the game. showing not much interest in the story. It feels very much like the classic set-up: have the PCs meet a patron, talk to him a bit and then it's off to the dungeon, where there patron and task play next to no role.</p><p></p><p>For the core group of four players I intend to switch to another system where skills offer a direct solution to more in-game problems.</p><p></p><p>One observation made in previous posts is very true: plan the game to either last just a short amount of time or schedule regular breaks for the children to get out of the house and blow off some steam.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 5480787, member: 20307"] My own experience - introducing my 9 and 11 years old along with some like-aged friends with them - with BECMI as an introductory system is positive, also with a disadvantage that comes up more and more often now. The players came to grip with the system very easily, just because so little of the rules are fixed, so much is left to improvisation. What they don't like is the high mortality rate. It was cool to have a character die in game and roll up a new one for the first few times, but with time they got more and more annoyed by this. I also noted that the players have a very character-focused view of the game. showing not much interest in the story. It feels very much like the classic set-up: have the PCs meet a patron, talk to him a bit and then it's off to the dungeon, where there patron and task play next to no role. For the core group of four players I intend to switch to another system where skills offer a direct solution to more in-game problems. One observation made in previous posts is very true: plan the game to either last just a short amount of time or schedule regular breaks for the children to get out of the house and blow off some steam. [/QUOTE]
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Is old school a good way to introduce younger players to D&D?
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