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General Tabletop Discussion
*Pathfinder & Starfinder
New short game for some wee boys ages 7 - 9
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<blockquote data-quote="Manbearcat" data-source="post: 6180246" data-attributes="member: 6696971"><p>Hello all. I'm entering uncharted territory and I was wondering if those more versed could provide some input. I'm running a short game (probably 3 sessions) to teach a few pre-adolescent boys about our lovely hobby and to tutor one of them on the techniques and skill-set (and various philosophies) inherent to sound GMing. I have a gameplan and I've pared down the systems to 13th Age and Dungeon World (hence the poll). </p><p></p><p>I never actually played and was self-taught when it comes to GMing so I feel a bit awkward going at this with boys that were of my age group when I started. It was all a very organic process when I tackled GMing with just some books and no tutelage so trying to make it a more formalized teaching experience seems a bit daunting. However, I think I have some grip on how to go about teaching little folk how to GM. Nonetheless, some input would be greatly appreciated:</p><p></p><p>1 - If you have an opinion on which of these two systems for this age group, I would appreciate your vote and expanding on that.</p><p></p><p>2 - Thoughts on current, culturally relevant source material/tropes that are transparent, fun, and non-complex for boys of this age to grasp, engage with, and riff off of.</p><p></p><p>3 - Thoughts on GM-teaching techniques for a child of this age. I know that information saturation is bad. I know KISS. I'm looking for specifics here with respect to presentation and techniques for children of this age to best understand and assimilate GM tradecraft. </p><p></p><p>Thanks very much in advance.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6180246, member: 6696971"] Hello all. I'm entering uncharted territory and I was wondering if those more versed could provide some input. I'm running a short game (probably 3 sessions) to teach a few pre-adolescent boys about our lovely hobby and to tutor one of them on the techniques and skill-set (and various philosophies) inherent to sound GMing. I have a gameplan and I've pared down the systems to 13th Age and Dungeon World (hence the poll). I never actually played and was self-taught when it comes to GMing so I feel a bit awkward going at this with boys that were of my age group when I started. It was all a very organic process when I tackled GMing with just some books and no tutelage so trying to make it a more formalized teaching experience seems a bit daunting. However, I think I have some grip on how to go about teaching little folk how to GM. Nonetheless, some input would be greatly appreciated: 1 - If you have an opinion on which of these two systems for this age group, I would appreciate your vote and expanding on that. 2 - Thoughts on current, culturally relevant source material/tropes that are transparent, fun, and non-complex for boys of this age to grasp, engage with, and riff off of. 3 - Thoughts on GM-teaching techniques for a child of this age. I know that information saturation is bad. I know KISS. I'm looking for specifics here with respect to presentation and techniques for children of this age to best understand and assimilate GM tradecraft. Thanks very much in advance. [/QUOTE]
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New short game for some wee boys ages 7 - 9
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