Need Advice: Goood Module for Teaching Pre-Teens

Demonspell

Explorer
Let me begin by introducing myself. I have played D&D since I was 10. I started with AD&D, moved to 3e, then 3.5e, avoided 4e, and instead moved to Pathfinder. I started running my own campaigns around the introduction of 3e and have even created a few modules which where quite successful for my groups. (all fairly adult oriented)

I have been hearing some good reviews about 5e and have been reading a bit to learn and understand the rules changes. Now my 10yr old son wants to play and I see this as a great opportunity for some bonding time with him.

I have never run a module for 10 yr olds and would prefer for the module to lean more toward problem solving than combat and teach the children and myself how the rules work.

Can anyone suggest a good, preferably free ,module or provide recommendations or resources for building such a module?
 

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A

amerigoV

Guest
White Plume Mountain (I believe the 3.x version is still available for free). A good fun house with lots of traps, puzzles, and moderate amount of combat. Should be easy to convert to 5e.
 

Acr0ssTh3P0nd

First Post
Ten years old? Just run the starter set, man, the kids'll be fine. My local Encounters game has been running Lost Mines for the last few months, and two of the regulars are a dad and his son (not sure of the kid's age, but he's elementary school age, maybe first-year middle school, but that's stretching it) and the kid is one of the most on-board, into-the-game players at the table.

From my experience working at a summer camp, it's not the number rules that get in the way of kids having fun (for the most part), it's how long it takes to figure them out and apply them. 5e's rules are simple in that it's the same basic mechanics (ability modifiers, proficiency bonus, and advantage/disadvantage) applied in slightly different ways across the board. The kids probably won't remember how to do most of the stuff for the first bit, but they'll only need reminders, as opposed to being walked through it.

"How do I make a saving throw?"

"Roll a d20 and add the number next to the ability in the 'saving throws' box."

"oh yeah!" *does it* "17!"

The kids will be fine with the rules. Just be clear about the different terms and where the different info is on the character sheet, and it'll be a blast.
 

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