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Kids playing dnd?
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<blockquote data-quote="OB1" data-source="post: 7546443" data-attributes="member: 6796241"><p>The advice from [MENTION=6801213]akr71[/MENTION] is spot on with my experience over the last year. I started my nieces and nephews ages 7, 9, 11, and 13 with the starter set last Christmas and we continued throughout the year and are getting ready for our second adventure. My wife and I helped them create their characters, Druid, Bard, Cleric and Fighter and as I DM'd she would help them (especially the younger ones) with what they could do while playing along side them as a Paladin who could take the brunt of my attacks if they got into trouble.</p><p></p><p>When the youngest wanted to play Luke Skywalker, it was simply yes, and we created a champion fighter for him named Luke Skywalker, described his longsword as a laser sword, and went on. The pure excitement in his voice every time he would roll a critical 19 and yell "nat 20!" was amazing. For the next campaign that my wife is running (they asked for a Wild West theme) he asked to be Spider Man, so we've made him a Tabaxi Sun Soul Monk who's blasts we will describe as web slingers. </p><p></p><p>Playing with a younger group really forced me to go back to the basics as a DM. Describe the scene, let the players describe what they want to do, then describe the results. They came up with a lot of creative out of the box stuff, and it was my job to connect what they were describing with a rule when necessary. The Help action was my friend in combat, allowing me to always say yes to their plan by describing it as giving help to another team mate. IME this has worked better than trying to figure out ahead of time how to lighten the rules, with the older ones quickly figuring out that if they wanted to do something specific, they needed to know the rule they wanted to use and describe that.</p></blockquote><p></p>
[QUOTE="OB1, post: 7546443, member: 6796241"] The advice from [MENTION=6801213]akr71[/MENTION] is spot on with my experience over the last year. I started my nieces and nephews ages 7, 9, 11, and 13 with the starter set last Christmas and we continued throughout the year and are getting ready for our second adventure. My wife and I helped them create their characters, Druid, Bard, Cleric and Fighter and as I DM'd she would help them (especially the younger ones) with what they could do while playing along side them as a Paladin who could take the brunt of my attacks if they got into trouble. When the youngest wanted to play Luke Skywalker, it was simply yes, and we created a champion fighter for him named Luke Skywalker, described his longsword as a laser sword, and went on. The pure excitement in his voice every time he would roll a critical 19 and yell "nat 20!" was amazing. For the next campaign that my wife is running (they asked for a Wild West theme) he asked to be Spider Man, so we've made him a Tabaxi Sun Soul Monk who's blasts we will describe as web slingers. Playing with a younger group really forced me to go back to the basics as a DM. Describe the scene, let the players describe what they want to do, then describe the results. They came up with a lot of creative out of the box stuff, and it was my job to connect what they were describing with a rule when necessary. The Help action was my friend in combat, allowing me to always say yes to their plan by describing it as giving help to another team mate. IME this has worked better than trying to figure out ahead of time how to lighten the rules, with the older ones quickly figuring out that if they wanted to do something specific, they needed to know the rule they wanted to use and describe that. [/QUOTE]
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