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Wizards aiming younger audience
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<blockquote data-quote="Primal" data-source="post: 5167127" data-attributes="member: 30678"><p>It's only natural that kids don't have any problems with assuming fictional characters -- after all, in some ways RPGs could be compared to playing. Children are more receptive to new things, and adapt easily -- which is also common in playing... rules and assumptions may change very suddenly. On the other hand, children may easily perceive RPGs as too "formal", so I think certain flexibility with the rules and boundaries should be the norm when gaming with them.</p><p></p><p>As for defining RPGs, that's pretty tough with adults, too. I've seen quite a few attempts at defining explicitly what RPGs are, and how they differ from plays and other types of games (probably the best ones are Allston's definition in D&D Rules Cyclopedia and the concept of 'Diegesis' as defined by Hakkarainen, Stenros and Montola). I don't think you need to underestimate their intelligence, but most kids would likely be satisfied with "in this game *you* can be the hero just like your favorite characters in TV, comics and books".</p><p></p><p>Anyway, I think the concept is great... marketing a rules-light version for kids is what WoTC (and other publishers) should do. Apart from a couple of indie RPGs (namely, <em>Faery's Tale</em> and <em>Princes' Kingdom</em>) I can't recall other titles designed specifically for kids.</p><p></p><p>This is a nice adventure, but I'd have wanted to see more emphasis on investigation and role-playing. Still, good work there! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primal, post: 5167127, member: 30678"] It's only natural that kids don't have any problems with assuming fictional characters -- after all, in some ways RPGs could be compared to playing. Children are more receptive to new things, and adapt easily -- which is also common in playing... rules and assumptions may change very suddenly. On the other hand, children may easily perceive RPGs as too "formal", so I think certain flexibility with the rules and boundaries should be the norm when gaming with them. As for defining RPGs, that's pretty tough with adults, too. I've seen quite a few attempts at defining explicitly what RPGs are, and how they differ from plays and other types of games (probably the best ones are Allston's definition in D&D Rules Cyclopedia and the concept of 'Diegesis' as defined by Hakkarainen, Stenros and Montola). I don't think you need to underestimate their intelligence, but most kids would likely be satisfied with "in this game *you* can be the hero just like your favorite characters in TV, comics and books". Anyway, I think the concept is great... marketing a rules-light version for kids is what WoTC (and other publishers) should do. Apart from a couple of indie RPGs (namely, [I]Faery's Tale[/I] and [I]Princes' Kingdom[/I]) I can't recall other titles designed specifically for kids. This is a nice adventure, but I'd have wanted to see more emphasis on investigation and role-playing. Still, good work there! :) [/QUOTE]
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