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Running "Intro to D&D" at Library --Suggestions?
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<blockquote data-quote="BluSponge" data-source="post: 5424951" data-attributes="member: 916"><p>Here's what I've learned from the last couple of years of running games at the library:</p><p></p><p>1) Get the kids playing ASAP! They are there to play a game, not take a masters course in the history of RPGs, DnD, or whatever. That sort of stuff can come later if they enjoy playing.</p><p></p><p>2) Stick with Pre-gens when you can. Same principle as above. You can always let the players develop the pre-gens as they play and level up.</p><p></p><p>3) It's better to throw hordes of minions at the players than properly mixed encounters. Kids have more fun when the story moves along – and unfortunately 4e combat does not always do that. Depending on the number of players, 1 "properly designed" encounter can easily eat up your entire game session.</p><p></p><p>4) Break out the bells and whistles! Whether its poster map grids, minis, whatever, put it out on the table.</p><p></p><p>5) Try to make the rules as transparent as possible. Ask what they want to do, and tell them what to roll to do it. Don't get bogged down in the details unless the details make the game more fun.</p><p></p><p>6) Give em what they want. Some kids want story, others want puzzles, and some won't look up from their manga until initiative is thrown. Learn who wants what and indulge them.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 5424951, member: 916"] Here's what I've learned from the last couple of years of running games at the library: 1) Get the kids playing ASAP! They are there to play a game, not take a masters course in the history of RPGs, DnD, or whatever. That sort of stuff can come later if they enjoy playing. 2) Stick with Pre-gens when you can. Same principle as above. You can always let the players develop the pre-gens as they play and level up. 3) It's better to throw hordes of minions at the players than properly mixed encounters. Kids have more fun when the story moves along – and unfortunately 4e combat does not always do that. Depending on the number of players, 1 "properly designed" encounter can easily eat up your entire game session. 4) Break out the bells and whistles! Whether its poster map grids, minis, whatever, put it out on the table. 5) Try to make the rules as transparent as possible. Ask what they want to do, and tell them what to roll to do it. Don't get bogged down in the details unless the details make the game more fun. 6) Give em what they want. Some kids want story, others want puzzles, and some won't look up from their manga until initiative is thrown. Learn who wants what and indulge them. Tom [/QUOTE]
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