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Requesting Advice: Solo game for kids
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<blockquote data-quote="Li Shenron" data-source="post: 8063939" data-attributes="member: 1465"><p>My kids were of similar ages when they started, we played 5e without modifications although with pre-made character sheets (they picked the class, all stats were ready, then added everything that was narrative-only), but they had already played a couple of simpler games and they <em>wanted </em>to try a real RPG.</p><p></p><p>A few suggestions here:</p><p></p><ul> <li data-xf-list-type="ul">present the game as an interactive fairy tale where they each control one character, but let them know that the dice determine what really happens at the end</li> <li data-xf-list-type="ul">keep violence content to a minimum: combat is ok, but try to narrate that monsters are simply defeated rather than killed</li> <li data-xf-list-type="ul">have some simple adventure where the target is clear ("solve the mystery of the stolen gingerbread", "free the unicorn captured by the goblins", "chase the dragon away from the village"), don't ask them to figure out what to do but only how to do it</li> <li data-xf-list-type="ul">if you know they are fans of certain fantasy things (e.g. fairies, Harry Potter or dinosaurs!) try to include some of them in the story</li> <li data-xf-list-type="ul">do not let their PC die, if it happens then just replace death with capture or another setback</li> <li data-xf-list-type="ul">generally speaking, you should make sure they win their first adventure while making them feel they earned it by playing well</li> </ul><p></p><p>As for more technical suggestions:</p><p></p><ul> <li data-xf-list-type="ul">5e is fine for kids of that age, but if they don't seem enthusiastic about playing, don't be afraid to ignore existing systems and just make up your own simplified rules that will allow you to focus more on the story and less on the rules</li> <li data-xf-list-type="ul">if you use an existing RPG, do not ask them to build PCs from scratch, make pregens instead and ask them to pick one to play (they can be fully designed characters, or they can be only the stats and the kids choose a name, description, personality etc)</li> <li data-xf-list-type="ul">if you really want them to build their PC, use a simplified method, and most importantly restrict choice to a few (i.e. don't ask a 7yo Wizard player to pick 6 spells from a list of dozens!)</li> <li data-xf-list-type="ul">let them play by imagination rather than by the rules ie. ask them what they want to do, then you tell them how to determine the result</li> <li data-xf-list-type="ul">don't explain rules in advance</li> <li data-xf-list-type="ul">don't offer them too many options (for example in terms of combat actions)</li> </ul><p>As an option, consider some simple physical props to represent in-game stuff. Toy soldiers and animals or Lego minis are great for visualizing battles. Miniature objects or cards to represent treasure you hand out to the players directly. Show them pictures of monsters and wondrous places as they encounter them.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8063939, member: 1465"] My kids were of similar ages when they started, we played 5e without modifications although with pre-made character sheets (they picked the class, all stats were ready, then added everything that was narrative-only), but they had already played a couple of simpler games and they [I]wanted [/I]to try a real RPG. A few suggestions here: [LIST] [*]present the game as an interactive fairy tale where they each control one character, but let them know that the dice determine what really happens at the end [*]keep violence content to a minimum: combat is ok, but try to narrate that monsters are simply defeated rather than killed [*]have some simple adventure where the target is clear ("solve the mystery of the stolen gingerbread", "free the unicorn captured by the goblins", "chase the dragon away from the village"), don't ask them to figure out what to do but only how to do it [*]if you know they are fans of certain fantasy things (e.g. fairies, Harry Potter or dinosaurs!) try to include some of them in the story [*]do not let their PC die, if it happens then just replace death with capture or another setback [*]generally speaking, you should make sure they win their first adventure while making them feel they earned it by playing well [/LIST] As for more technical suggestions: [LIST] [*]5e is fine for kids of that age, but if they don't seem enthusiastic about playing, don't be afraid to ignore existing systems and just make up your own simplified rules that will allow you to focus more on the story and less on the rules [*]if you use an existing RPG, do not ask them to build PCs from scratch, make pregens instead and ask them to pick one to play (they can be fully designed characters, or they can be only the stats and the kids choose a name, description, personality etc) [*]if you really want them to build their PC, use a simplified method, and most importantly restrict choice to a few (i.e. don't ask a 7yo Wizard player to pick 6 spells from a list of dozens!) [*]let them play by imagination rather than by the rules ie. ask them what they want to do, then you tell them how to determine the result [*]don't explain rules in advance [*]don't offer them too many options (for example in terms of combat actions) [/LIST] As an option, consider some simple physical props to represent in-game stuff. Toy soldiers and animals or Lego minis are great for visualizing battles. Miniature objects or cards to represent treasure you hand out to the players directly. Show them pictures of monsters and wondrous places as they encounter them. [/QUOTE]
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