Connorsrpg
Adventurer
Good luck Rechan.
(BG: I am a teacher in a small community and have helped foster MANY budding young RPers. I have recruited students to my mostly adult games, ran RPing as an elective at the school and run very popular sessions for End of Year Activities each year. Oh, and I was taught the game by a teacher
).
I will try to keep points brief.
1. You will likely have a few visual learners and 'hands-on' learners. They will like minis, but as you have a prob there, make sure each PC comes with a very cool picture.
2. Have lots of choices for PCs. I would definitely do pregens...and lots of them. Twice the normal even. Have them displayed so as the players come in they can peruse them and ask questions and select one. (Opinions may vary, but if you have enough, there isn't really a need to do their own PCs. If they stay on for campaign maybe. Allow them to modify a pregen even).
3. Game aids, pictures, riddles, maps, etc. will be loved by the 'hands-on' learners. But as someone else mentioned, don't disregard their imaginative abilities
They will love picturing things in their heads, and asking questions.
4. Start with short adventures, delves even. Several have been published in Dungeon and you may own the whole book of them. But I also agree to get some RPing in early, not just combat. You obviously need to lead the way here.
5. Don't start a campaign straight up. Run a few delves/1 sheets and see who is interested in running a campaign.
6. Narrate BIG. All the tips from the Star Wars RPG
Make them feel cool for what they do basically.
7. Narrate the details. Remember back to when you were young and every little discovery meant something. Finding an unused candle, dented helmet, etc. (4E has kinda gotten away from that with equipment balancing etc). Use those dungeon dressing tables. Searching goblins' pockets should also be a lot of fun. (I have a Useless Miscellaneous Paraphernalia chart under DM Tools on website in sig if you like). NPCs should have one stand out quirk and make some funny. (Again, I have tables for this too).
8. Whoever said 'narrate to have fun and not sell the game' = spot on. Just go for it. That's why I would probably avoid the Newbie Boxes - you already now the game right? Learning by playing is probably best (but if some are really interested you can recommend these or use them later).
9. Simple character sheets. Maybe the Character Builder ones look good, but I use Word Doc ones - easier to keep track of and in one place. No lost, mixed, or 'unsure whether I have used this' power cards. (Again, I have some on website, Players Tools, though I saw another post with PC Sheets mentioned).
10. I have found Savage Worlds fantastic for beginners. PC pic and all stats on one page. (Yes, have these sheets on site too). But I am sure 4E would be fine - they just need to get used to the choices.
That will do. Probably not that helpful, as most of these you probably do normally, which is fine - they won't be little kids
Have fun. Looking forward to hearing how it went.
(BG: I am a teacher in a small community and have helped foster MANY budding young RPers. I have recruited students to my mostly adult games, ran RPing as an elective at the school and run very popular sessions for End of Year Activities each year. Oh, and I was taught the game by a teacher

I will try to keep points brief.
1. You will likely have a few visual learners and 'hands-on' learners. They will like minis, but as you have a prob there, make sure each PC comes with a very cool picture.
2. Have lots of choices for PCs. I would definitely do pregens...and lots of them. Twice the normal even. Have them displayed so as the players come in they can peruse them and ask questions and select one. (Opinions may vary, but if you have enough, there isn't really a need to do their own PCs. If they stay on for campaign maybe. Allow them to modify a pregen even).
3. Game aids, pictures, riddles, maps, etc. will be loved by the 'hands-on' learners. But as someone else mentioned, don't disregard their imaginative abilities

4. Start with short adventures, delves even. Several have been published in Dungeon and you may own the whole book of them. But I also agree to get some RPing in early, not just combat. You obviously need to lead the way here.
5. Don't start a campaign straight up. Run a few delves/1 sheets and see who is interested in running a campaign.
6. Narrate BIG. All the tips from the Star Wars RPG

7. Narrate the details. Remember back to when you were young and every little discovery meant something. Finding an unused candle, dented helmet, etc. (4E has kinda gotten away from that with equipment balancing etc). Use those dungeon dressing tables. Searching goblins' pockets should also be a lot of fun. (I have a Useless Miscellaneous Paraphernalia chart under DM Tools on website in sig if you like). NPCs should have one stand out quirk and make some funny. (Again, I have tables for this too).
8. Whoever said 'narrate to have fun and not sell the game' = spot on. Just go for it. That's why I would probably avoid the Newbie Boxes - you already now the game right? Learning by playing is probably best (but if some are really interested you can recommend these or use them later).
9. Simple character sheets. Maybe the Character Builder ones look good, but I use Word Doc ones - easier to keep track of and in one place. No lost, mixed, or 'unsure whether I have used this' power cards. (Again, I have some on website, Players Tools, though I saw another post with PC Sheets mentioned).
10. I have found Savage Worlds fantastic for beginners. PC pic and all stats on one page. (Yes, have these sheets on site too). But I am sure 4E would be fine - they just need to get used to the choices.
That will do. Probably not that helpful, as most of these you probably do normally, which is fine - they won't be little kids

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