pamenard
Explorer
Hey, ChattyDM here (using my pre-blogging Username)
I think you can play the game pretty much as is with Tweeners with no major tweaks. What I'm trying to do with Wizards is creating adventures that have more appeal to kids. Stuff right out of the Goonies and other adventures where teen PCs (kids hate playing kids, they want to play teens and up) get caught in weird-cool adventures.
IMO, what you need to put foremost in you mind is that all parts of the rules , especially combat ones, need to take second place to your players' ideas, expectations and energy level.
If a monster has been a pain in the neck in combat and the players are voicing concerns... or start boasting "I'll drop him with my next hit" do so. If a player wants to pick up a rock and clip a monster on the forehead instead of using Sly Flourish with his dagger... allow him and to use Sly Flourish... or Rule 42 it by making a Dex vs Fort attack that stuns the creature...
...too strong? Yes, but oh so cool.
If the energy level drops because a fight runs too long, have all monsters flee, or capitulate or something.
Also, pay very close attention to what the kids are saying. If what they say is cooler than what the adventure says, work it in.
"Oh I bet this Ogre is actually a Wizard in disguise"
Poof! He is! How the hell did you guess?
Finally, you have got to say Yes... to every non-system abusive request the players make. With Rule 42, you can do pretty much anything awesome happen with this game and they will love it. Saying Yes is the greatest DM tool to create player fun. That doesn't mean giving them the moon... but all request should be answered with 'yes, but you need to (insert requirement) first'.
As for a published adventure, I suggest you use Kobold Hall... it's simple and straight forward but it's got everything kids will love. Work in a kidnapping of kids (possibly younger siblings) and you'll have insta-buy-in from your players.
I think you can play the game pretty much as is with Tweeners with no major tweaks. What I'm trying to do with Wizards is creating adventures that have more appeal to kids. Stuff right out of the Goonies and other adventures where teen PCs (kids hate playing kids, they want to play teens and up) get caught in weird-cool adventures.
IMO, what you need to put foremost in you mind is that all parts of the rules , especially combat ones, need to take second place to your players' ideas, expectations and energy level.
If a monster has been a pain in the neck in combat and the players are voicing concerns... or start boasting "I'll drop him with my next hit" do so. If a player wants to pick up a rock and clip a monster on the forehead instead of using Sly Flourish with his dagger... allow him and to use Sly Flourish... or Rule 42 it by making a Dex vs Fort attack that stuns the creature...
...too strong? Yes, but oh so cool.
If the energy level drops because a fight runs too long, have all monsters flee, or capitulate or something.
Also, pay very close attention to what the kids are saying. If what they say is cooler than what the adventure says, work it in.
"Oh I bet this Ogre is actually a Wizard in disguise"
Poof! He is! How the hell did you guess?
Finally, you have got to say Yes... to every non-system abusive request the players make. With Rule 42, you can do pretty much anything awesome happen with this game and they will love it. Saying Yes is the greatest DM tool to create player fun. That doesn't mean giving them the moon... but all request should be answered with 'yes, but you need to (insert requirement) first'.
As for a published adventure, I suggest you use Kobold Hall... it's simple and straight forward but it's got everything kids will love. Work in a kidnapping of kids (possibly younger siblings) and you'll have insta-buy-in from your players.
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