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*Pathfinder & Starfinder
New short game for some wee boys ages 7 - 9
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<blockquote data-quote="Kobold Stew" data-source="post: 6180505" data-attributes="member: 23484"><p>In my experience, this is overthinking it. Kids have none of the hangups grown ups do with adventures and linear plots. They like being in control of things, their character. We played a 3.5 session where the two heroes borrowed a boat to row to an island to help scare off the bandits who lived there from terrorizing the village. (The bandits were a handful of orcs, as they discovered). Once the younger one convinced the older one to leave the boat unguarded ("But the old man said...") it became a marvellous diplomacy session with them trying to incentivize the orcs to redirect their energies. </p><p></p><p>ALmost nothing happened, and combat happened but was incidental. I gave them the choice of doing killing damage or subduing damage each time, and they thought about it. Discussed it. Almost every time. And they regularly chose to subdue. ("We have 50 feet of rope. We cut 5 feet and tie him up! Can we do that?").</p><p></p><p>At then end of two hours they had done almost nothing, but they had loved every minute of it. </p><p></p><p>A five-room dungeon is enough: Someone's had a ring stolen, and she asks for your help. </p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6180505, member: 23484"] In my experience, this is overthinking it. Kids have none of the hangups grown ups do with adventures and linear plots. They like being in control of things, their character. We played a 3.5 session where the two heroes borrowed a boat to row to an island to help scare off the bandits who lived there from terrorizing the village. (The bandits were a handful of orcs, as they discovered). Once the younger one convinced the older one to leave the boat unguarded ("But the old man said...") it became a marvellous diplomacy session with them trying to incentivize the orcs to redirect their energies. ALmost nothing happened, and combat happened but was incidental. I gave them the choice of doing killing damage or subduing damage each time, and they thought about it. Discussed it. Almost every time. And they regularly chose to subdue. ("We have 50 feet of rope. We cut 5 feet and tie him up! Can we do that?"). At then end of two hours they had done almost nothing, but they had loved every minute of it. A five-room dungeon is enough: Someone's had a ring stolen, and she asks for your help. Hope this helps. [/QUOTE]
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New short game for some wee boys ages 7 - 9
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