Thanks for everyone who has responded with suggestions for me and the kids. With everything going on with Haiti and several other matters I've been tied up and unable to respond, but I'm reading your responses as I can.
As for my children, I think I am just gonna give them my old AD&D stuff (as far as fantasy role play goes, although I like some of the imitators as well), tell them to read it, and experiment with coming up with their own caimans, adventures, etc. Then me and some players from church and possibly others will make up characters and let them run us through whatever they piece together and they can gain experience that way.
As far as my kids and nephew go I'm gonna try and make up some new adventures based around
Tomb Raider ideas (not the game itself, but the whole concept of exploration similar to the Tomb Raider methods) and a
Lost-type environment. That will give them something to play they really like, because my kids and nephew love both Tomb Raider and Lost (so do I). I'm also gonna include some real life Vadding situations I've encountered, and since I've taken my kids vadding with me before I'll see if the scenarios I construct can't also help them gain a little mental practice for real life exploration.
I'm also gonna include a little archeology and some crime based on cases I've worked in the past, but that they don't know about.
This will give us all an opportunity to play together as a family.
I don't have time to start up a group again right now cause I'm swamped, but I'll be making more time to play a little with the kids and otherwise they can make up their own stuff as well.
In addition to that I'm gonna take em out to a game store and let me look at various games, not just role play or fantasy role play and see if something strikes their interest and what they might like to get and experiment with.
I'll also see if I can't find some of the stuff you guys have been mentioning and see how they react to that.
Thanks again for your help.
Kids (especially around the age they're most likely to be ready for RPGs) are really into rules. In a way, their entire life is about learning rules--rules about how the world and society work. Their little brains are really focused on sussing out, learning, and applying rules--even complex rules. In fact, you may find that an 11-year-old has more trouble with the free-form aspects of RPGing than with the rules.
I wouldn't throw an 8-year-old into the deep end ("Here's a PHB. Go read it."). But I also wouldn't dumb it down too much. Streamline, yes. Reduce initial options, certainly. Gloss over corner cases or highly specific rules, absolutely. And definitely keep an eye on how much they're able to take in, how fast. But kids will probably surprise you with their ability to grasp, remember, and follow rules.
By the way I think these are good points and I'm personally of the opinion that children nowadays are, overall, much more intelligent at a younger age than prior generations. Generally speaking of course. This says nothing about their limited experience with the world of course, but I do think kids are very bright nowadays.
I'm not a rules fanatic anyways, so I would myself emphasize creativity over strict rules enforcement. But with whatever they come up with (when they start building adventures and missions and campaigns) I'll just let me play it they way they want to.
Buddhafrog, that's an awesome observation and makes me even more excited about playing with my kids soon.
Yeah these kind of observations are good points to bring up. For instance in addition to what you guys brought up it is easy to scare my kids and monsters make a big impression on them (not just, "Oh, how do I kill it..." but, "Wow, what is that thing and what does it do??!!"). They are that way with magic, miracles, monsters, just about everything.
I think that's because compared to many adults the imagination of a child works at a near fever pitch. They are not necessarily limited to what they see but other things imply themselves to them, and they see wonder and interest and possibility in the unknown. And to me imagination and role play are the major points of fantasy role play.