Wizards aiming younger audience

I've run games for kids. I don't ever recall having a problem getting them to play a role, getting them to break out of the shell and play at all, sometimes, but once that happens the role playing wasn't a problem.

Edit to add:

I didn't mean for that to sound so snarky... Just that kids will roleplay regardless imhe.
No worries! I totally agree. Kids role play better than adults, usually! Only, we didn't call it role-playing. It was just "playing." It would be my hope that they would bring that enthusiasm for story to the table.


But explaining (in a small amount of space) what role-playing is, and where they boundaries are, to someone who is supposed to run a game, when they've never even played in a D&D game before, is actually very difficult.
 

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As I mentioned in another thread, I think that many kids' shows that are targeted at preschoolers already pre-dispose them to understand and appreciate RPGs. These shows usually narrate a story in which the protagonists are given a mission or objective which they achieve through solving problems and interacting with other characters (new and recurring). Perhaps the only thing that is missing is combat, and given the target audience, it is probably intentionally omitted! ;)

If I was writing an RPG adventure for kids, I would probably adopt a similar "puzzle story" format, and the emphasis would be more on thinking, problem solving and interacting with interesting NPCs than on combat.
 

I'm downloading this for my wife to try with our kids, but I'm appalled this is nothing but combat. We'll see what the kids think.

And yeah, someone's seen How to Train Your Dragon before writing this.
 


This is nonsense. The stigma to D&D attached when it was described in the popular press a "game for geniuses" in the wake of the disappearance of James Dallas Egbert III.

When D&D was a "game for genuises" and got TONS of free press in the JDE III case, that was the time that the game never sold more copies and became a cultural phenomenon.

Yet times definitely change and what appeals to those in the past doesn't necessarily appeal to those in the present. First let me say that I'd really like to test your theory that this "game for genuises" slogan is what drove most of the sales of D&D between the late 70's and early 80's. (I know as a kid I started in the 80's and had never heard this "game for genuises" slogan.). Second, sensationalism always causes people to become curious... but the type in the above case is not sustainable.

I imagine a significant number of players from the late 70s and early 80s first heard of D&D because of the covereage of the JDE III case in the mainstream media.

Again, sensationalism and curiosity. How about I just state that it's 2010... 30-40 years later... what does this have to do with now??

It's a fine line between "game for dorks" and "game for geniuses", but that's as good as it gets.

Or you create a new line and redefine yourself...

You are never going to de-stigmatize pretendng to be an elf by rolling odd looking dice is something that isn't nerdy. It simply IS nerdy. Accept it; embrace your inner geek.!

MMORPG's were nerdy, CCG's were nerdy, anime and manga were nerdy... yet somewhere along the line these things became not only popular with kids, but also cool... yet for some reason D&D can never ever hope to achieve this... just because it can't... Not buying it.

The best you can do is to spin the nerdiness and pitch it as a "game for geniuses", where at the least, the player can take solace in his obvious superior intellect. Despite the early success of selling D&D as a "game for geniuses", the game's subsequent owners seem to have felt that the pitch might persuade people to think that the game "is not for them" because they aren't "smart enough for it" -- even though they are.

Or perhaps D&D's success was not wholly created by a three word slogan, I know stranger things have happened. (also as a side note, which are you claiming caused the games popularity, this slogan or the news article? They aren't the same thing.)

Maybe this is just the best you can do since it appeals to your sensibilities, but I highly doubt it is the best marketing that could be concieved of to attract younger generations to D&D.

My guess is that this is retcon marketing spin from somebody who was never the intended audience for RPGs in the first place.

I always thought that D&D as a "game for geniuses" was a master-stroke, as it played upon all adolescent's desire to be somebody "special". They might not be geniuses - but that does not mean that they don't prefer to think of themselves in that way.

Don't turn down the nerdiness - turn it up!

Yep, that'll work... I believe D&D is still considered by the mainstream to be a game for nerds and smart people so anytime soon it should start selling like hotcakes again... or maybe, just maybe that ship has sailed and it's time to build a new one.
 

This is wise and long overdue. I'm not thrilled by the actual .pdf, but that's OK. I DM games with about 20 elementary and middle school students (youngest is 9 years old), and this is much easier than the most simplistic homebrewed game I run. Sometimes I think we underestimate these kids' ability to pick up some of the more complex rules of the game.

What is difficult for them is reading all the books and knowing how to choose their powers, etc - but if you build their choice of character and follow most of the standard D&D 4e rules, they will do very well, thank you!

One more thing that is difficult is their general lack of knowledge of medieval fantasy (I've had several kids go to the tavern and order a pizza - and I usually let them).

Still, I think this product is wise - especially marketed towards RPG parents who want to introduce very young kids into the game! Ideally, I think I'd like to see a basic adventure, with several premade characters and a few mini's and/or tokens (and maybe a comic or two?), that is geared towards 10-15 year olds and is a campaign they could run. Easy easy prep work and is generally all inclusive. But still, basic rules 4e D&D.

While I played during the ages of the original Starter Red Box, I never actually used it or saw it. This might be what I'm talking about. If so, however, I think it should be marketed slightly better towards the 10~15 y/o. The cover art for this Monsters and Slayers is great!

Maybe I'm being too picky and not realistic enough. I do applaud the effort and direction! However, after playing with so many kids, I believe strongly that D&D can be successful with younger fans if they know how to introduce it to them. Kids love this game.
 

MMORPG's were nerdy, CCG's were nerdy, anime and manga were nerdy... yet somewhere along the line these things became not only popular with kids, but also cool... yet for some reason D&D can never ever hope to achieve this... just because it can't... Not buying it.

Wait...these are all cool now? Man I totally should tell all the hawt chicks cuz they'll be all over me now ;) j/k
 

One more thing that is difficult is their general lack of knowledge of medieval fantasy (I've had several kids go to the tavern and order a pizza - and I usually let them).

I have had PCs who had played multi edtions for years do this as well... somethimes not even trying to be silly...

we even had a 3.0 character (back in 2001 I think) who had max ranks in prof cook and would bring food out of game then justfy making it in game... we has alot of weird food to, he was going to cullanary school at th e time...
 

Yep, that'll work... I believe D&D is still considered by the mainstream to be a game for nerds and smart people so anytime soon it should start selling like hotcakes again... or maybe, just maybe that ship has sailed and it's time to build a new one.

You think that you are the first person to seize upon the fact that the stereotype gamer is the least likely person to be able to get laid? You think that this hasn't been already tried?

Just exactly HOW do you make D&D "cool"? Care to spell the method out - instead of just restating an unattainable goal?

Yes, JD Egbert III was sensationalized free publicity - but the point to take away was that the spin on D&D was that it was a "game for genuises". That's the moniker that went with that story. And it *worked*. Better than anything else they have ever tried.

If you didn't hear about that aspect of the story at the time - my guess is that you were too young in 1979 to be aware of it.

BTW - MMORPGS and Anime and CCGS aren't "cool". They may be popular - but they are hella geeky too.
 
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It's funny y'know. I started with Basic D&D many years ago. Just happened to reread my Basic book a month or two ago for S&G. Y'know how much actual role play advice there is there? About a page. How much for combat and how to build a dungeon? The other 63 pages.

Yet, despite that, somehow we muddled through and managed to create role play.

This idea that we must teach rpg's without any combat is just bizarre to me. D&D is popular BECAUSE of combat, not despite it. Embrace the hack. We can get all serious role player later. Let the newbies have the same fun whacking goblins that we did.
 

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