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Looking at getting my kids started on DnD. Need advice
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<blockquote data-quote="77IM" data-source="post: 6961376" data-attributes="member: 12377"><p>My kids are 5 and 8 and we play <em>No Thank You, Evil</em> from time to time. Here is what I've noticed.</p><p></p><p>1) My kids are very visual. They want pictures of everything. I wind up doing a lot of Google Image searches during the game.</p><p></p><p>2) My kids are not very interested in combat. Even when conflict is unavoidable, they prefer to set traps or act through allies, authorities, etc., or research their foes' special weaknesses. (NTYE explicitly makes this a viable course of action.)</p><p></p><p>(Unsolicited Parenting Advice: Please, please, don't push your kids towards the ethic of "virtuous violence" if they're not into it. Let them feel secure in their ability to solve problems cooperatively before teaching them about standing their ground, choosing the lesser of two evils, etc. Of course, your kids may already be past this phase, if they enjoy watching Aragorn decapitate orcs.)</p><p></p><p>3) My littler one has a very vivid imagination and the game sometimes gets very scary for her; the plot twists that work well for grown-ups can quickly get too intense for kids. NTYE has a special move for this, called "No Thank You, Evil" that forces the GM to fast-forward past the scary parts.</p><p></p><p>4) My kids don't always accept my authority as the Game Master. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> They frequently want to declare their PCs as having magical powers that solve the problem before them and are grossly overpowered. I've found that relying on a die roll works well to resolve this. Let them have the cool power <em>temporarily</em> if they can make a die roll, or permanently if they roll well enough! My kids enjoy rolling the dice; and leaving it up to the dice makes the outcome seem much more impartial. (Don't tell my regular grown-up players, but I use this technique on them, too -- letting narrative authority ride on a die roll and disguising it as an "ability check.")</p></blockquote><p></p>
[QUOTE="77IM, post: 6961376, member: 12377"] My kids are 5 and 8 and we play [I]No Thank You, Evil[/I] from time to time. Here is what I've noticed. 1) My kids are very visual. They want pictures of everything. I wind up doing a lot of Google Image searches during the game. 2) My kids are not very interested in combat. Even when conflict is unavoidable, they prefer to set traps or act through allies, authorities, etc., or research their foes' special weaknesses. (NTYE explicitly makes this a viable course of action.) (Unsolicited Parenting Advice: Please, please, don't push your kids towards the ethic of "virtuous violence" if they're not into it. Let them feel secure in their ability to solve problems cooperatively before teaching them about standing their ground, choosing the lesser of two evils, etc. Of course, your kids may already be past this phase, if they enjoy watching Aragorn decapitate orcs.) 3) My littler one has a very vivid imagination and the game sometimes gets very scary for her; the plot twists that work well for grown-ups can quickly get too intense for kids. NTYE has a special move for this, called "No Thank You, Evil" that forces the GM to fast-forward past the scary parts. 4) My kids don't always accept my authority as the Game Master. ;) They frequently want to declare their PCs as having magical powers that solve the problem before them and are grossly overpowered. I've found that relying on a die roll works well to resolve this. Let them have the cool power [I]temporarily[/I] if they can make a die roll, or permanently if they roll well enough! My kids enjoy rolling the dice; and leaving it up to the dice makes the outcome seem much more impartial. (Don't tell my regular grown-up players, but I use this technique on them, too -- letting narrative authority ride on a die roll and disguising it as an "ability check.") [/QUOTE]
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