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<blockquote data-quote="Barendd Nobeard" data-source="post: 2628414" data-attributes="member: 960"><p>That's half the fun of running game with 9 year old players.</p><p></p><p>My son and another player, both 9 at the time, played a Vrock and a Raskshasa (they really wanted to play a Savage Species game). So, what did they decide to do? Open a shop so they could craft weapons and sell them to make money. And the rakshasa maxed out Perform: Saxophone and wanted to play at the inn every night to earn money. Oh, such vile plans those wretched, evil beings concocted. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>It sounds like you have a more structured story in mind, however.</p><p></p><p>I suggest following the advice of others in the thread. But also, perhaps, giving a little "side scene" now and then where the kid's PC can run free-form for a few minutes. Let him decide his actions--and just bring up the consequences <u>later</u> in the game (e.g., a recurring minor villain who retreats every time the PC is about to capture him--the minor villain informs other (more important) people about the PC's strengths, weaknesses, etc.). That way, he gets a (short-term) burst of control, but there are long-term consequences.</p></blockquote><p></p>
[QUOTE="Barendd Nobeard, post: 2628414, member: 960"] That's half the fun of running game with 9 year old players. My son and another player, both 9 at the time, played a Vrock and a Raskshasa (they really wanted to play a Savage Species game). So, what did they decide to do? Open a shop so they could craft weapons and sell them to make money. And the rakshasa maxed out Perform: Saxophone and wanted to play at the inn every night to earn money. Oh, such vile plans those wretched, evil beings concocted. :cool: It sounds like you have a more structured story in mind, however. I suggest following the advice of others in the thread. But also, perhaps, giving a little "side scene" now and then where the kid's PC can run free-form for a few minutes. Let him decide his actions--and just bring up the consequences [u]later[/u] in the game (e.g., a recurring minor villain who retreats every time the PC is about to capture him--the minor villain informs other (more important) people about the PC's strengths, weaknesses, etc.). That way, he gets a (short-term) burst of control, but there are long-term consequences. [/QUOTE]
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