Which version of D&D for young children?


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I am about to start with my 5 year old and I plan on trying out Savage Worlds with him using my exensive miniatures collection and terrain. The SW system is simpler and not so fiddly for me to make up stuff on the fly.

I plan on letting him control a party/warband of at least three characters (melee warrior, spell caster, and a ranged weapon warrior/rogue) which is actually quite easy in Savage World. I recall being really upset at 5 when my Magic User died in the first encounter with a fire beetle so I figured I would let him manage a whole party at his disposal and if there is a mishap he can go pick up a new henchman for the party at the town tavern.

If you want to stick with D&D or d20. I would recommend Microlite d20 to simplify both you and your childs life. Otherwise, I would go with 1st ed. Ad&d.

Good luck and tell us how it goes when you get started.
 

Geoffrey said:
The Castles & Crusades Basic Set (which is rumored to be an early 2008 release) might fit the bill:

http://www.trolllord.com/newsite/cnc/8951.html


OR the Quickstart Rules that are a free download over at trolllord.com.

Lots of excellent suggestions, with reasons I can't really argue with, even the 3E Warlock.

My kids started at 7 or 8. The biggest problem with kids, is they have even more difficulty paying attention and staying focused for long periods of time than adults usually do.


Still, its great fun, and excellent family time.
 

Whatever you feel comfortable with? If you love playing AD&D, pick that. If you love D&D 4th edition (once it's available), use that. Use something you know how to use, how you can guide her to understand and explore the rules, and still go wild with her creativity and imagination.

You could also go for an experiment - try out an entirely new game - you both learn the game, and maybe, sometimes she knows things better than you? (Might be cool for her!) You still have the advantage of knowing how to learn a new game (you did it at least once, probably even more). But she has the advantage of no preconceived notions about how a game works.
Might be difficult to pull of, considering that you probably will also want to be the game master...
 

Frukathka said:
I plan on giving my nephew the 3.5 Core Rulebook Gift Set just as soon as he learns how to read.
Man...that's a LOT for someone just learning how to read! Dontcha think something a little simpler might be more interesting/accessible for a reader at that age?
 

While not D&D, I have heard great things about Greg Stafford's Prince Valiant as an RPG to introduce younger gamers to roleplaying. The randomization method has something to do with flipping coins in a dice pool like mechanic, and it is supposed to be very story oriented.

Perhaps starting with something like that and moving them into D&D when they are ready for more complexity might be best.
 
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I've gone through the same thing over the past three years or so - my son is now 11 (and his sister, 3 years younger, sometimes jumps in). So, I'll just pass along my experiences.

A few years back, I was much more into the historical wargaming part of my hobby, and my son and I were playing "toy soldiers". I was dragging some books off the shelf, and hit on my stack of Monster Manuals (going way back to the old softcover Basic D&D versions and up to 3e), and my son did a "whoa - what's this!" sort of thing. Following a mental head-slap (why didn't I think of rpg's before?) I starting asking myself the same question - how to introduce it? We went to the hobby store and looked over the current D&D line, but to be honest his eyes sort of glazed over. It certainly seems to me that current D&D targets a bit older age group, perhaps 12-14 rather than 8-10 (especially if they have math phobia!).

At any rate, I started searching around, and came up with three different solutions. The first was the 1983 Mentzer Basic rules, which as others have said are simply the best example of introductory writing ever produced by the hobby. Forget the "old" style rules and such - the important thing is introducing the concept in a clear and fun way.

The second was Castles and Crusades, which for some reason has become some sort of controversial web topic, but in actual fact is simply an eminently useful mix of old and new D&D ideas. Although Mentzer was a great introduction, it was great to be able to buy something "new" for my son and his friends, and have them understand it all. On top of that, I could use my huge module collection, and all the old books that he was still looking through made sense in C&C terms, which wasn't always the case for current D&D.

I do think that Mentzer Basic - C&C - d20 is a viable way to introduce kids to d20, if that is what you want to do. To be honest, we haven't crossed the d20 line yet, as my son hasn't been terribly interested, and I'm waiting to see what 4e looks like (not too enthusiastic at the moment, but keeping an open mind). As an aside, the lack of a good introductory level game really is a weakness in current D&D, at least from a Dad's POV.

I mentioned three solutions. The third is actually not "D&D", but it made for some great gaming. It is the free rules set "Barbarians of Lemuria" by Simon Washbourne:

http://www.1km1kt.net/rpg/Barbarians_of_Lemuria_Free_RPG.php

I found it when pondering Sword & Sandals games (the old TSR Conan game, Sorcerer and Sword, etc.). It's a beautifully simple and flexible approach that is easy to explain, and easy to wrap around any idea that kids come up with for play, which do tend to be a bit more over-the-top in true S&S style. The actual text has some "colorful" illustrations which I would think twice about handing around to kids, but a little cutting and pasting and I made a short rules text to hand around. Again, it's not D&D, but it is an easy, flexible system to get them playing. You can certainly play in "D&D style", and we even did part of the Keep on the Borderlands with BoL - the PC's waded through goblins and orcs like chaff, which was fun, and the evil clerics in the Temple were suitably dark and impressive.

Again, these are just my experiences, and what worked for us. Best of Luck!
 

Honestly I don't think any edition of D&D is simple enough for a 4 year old; my cousin is 4 and I'd be trying something like:

We're going to tell a story, and this big plushie d6 is going to help us, OK? You need to use the dice when you do something.
I'll tell you what you see, you tell me what you want to do, and I'll tell you to roll the plushie d6 when you need to.
If you roll a 1 or 2 you lose, but you can try again. With a 3 or 4 you win at what you're trying, and with a 5 or 6 you're GREAT!
I'm also going to give you these special cards. You can spend them to turn any roll you made right into a 6! Remember you have to save them for when its really important.

(Be ready for bloodthirsty behavior)
 
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