Would you GM for Kids at GenCon '06?

Keeper of Secrets said:
I would probably run 2 hour sessions for kids. I doubt they would have the patience to sit still for four hours.

I sort of agree with this. I'd probably try and do something that would have a beginning, middle and end within 2 hours and then be ready to run an immediate follow up after a short break if the kids were interested. I know that every time I run an adventure for Samantha, she immediately wants another adventure, "NOW!"
 

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Rel said:
I sort of agree with this. I'd probably try and do something that would have a beginning, middle and end within 2 hours and then be ready to run an immediate follow up after a short break if the kids were interested. I know that every time I run an adventure for Samantha, she immediately wants another adventure, "NOW!"
I've admittedly not got a ton of experience DMing for kids, but the experience I've had is that their stamina far outstrips mine. Whether it was running a 5-year-old through an improptu diceless adventure while I weeded his mother's garden (I mean that literally, you sickos), or running a post-Thanksgiving-dinner game for my triplet cousins, it's always been the kids who insisted that we not take breaks.

A 2-hour limit might be a good idea, but more for the sake of the grownups than for the kids!

Daniel
 

Pielorinho said:
A 2-hour limit might be a good idea, but more for the sake of the grownups than for the kids!

Daniel

I see it as being more an issue of keeping the story in bite-sized chunks rather than one of stamina. I don't have so much experience with kids in the range we're talking about but I've learned not to rely upon Samantha recalling or understanding stuff that is more than a step removed from what she's doing right now. It isn't so much that kids are not as smart as adults. But they sometimes get so focused and excited about what is going on in the moment that they can forget that what has gone before is an issue.

I know lots of adults that have trouble recalling relevant events from the first 15 minutes of a 2 hour movie. I would try not to ask more than that from the kids.

Then again, you can structure an adventure so that this isn't an issue. It just takes a bit of thought.
 


I'd run. I've been running for 4-8 10-13 year old kids at my library. They've been hella fun, actually. They don't seem to have any problem with killing things, have a little problem roleplaying (though admitedly, I haven't emphasized that), and none have commited crimes in the community, yet.
 

Varianor Abroad said:
Killing is best if it's "monsters-only".

From what I understand from Piratecat, killing their characters will throw them off their game but you gotta suck out their brain with a mind-flayer if you really want the little girls to cry.
 

Rel said:
From what I understand from Piratecat, killing their characters will throw them off their game but you gotta suck out their brain with a mind-flayer if you really want the little girls to cry.

I'd love to hear this story.
 

Rel said:
From what I understand from Piratecat, killing their characters will throw them off their game but you gotta suck out their brain with a mind-flayer if you really want the little girls to cry.
He is the expert.

The issue about "crimes in the community" does remind me of a problem I faced: one of my cousins, on being given a barbarian to play, wanted to be able to wreak a swath of destruction through town, killing and looting. I had to be pretty heavy-handed to keep the one-shot from veering off into grim and unpleasant territory.

If the games are being run for kids who have already played in RPGs before, that might not be such an issue; but still, it might be a good idea to have a one-page flyer full of tips for running games for kids.

Daniel
 

DungeonmasterCal said:
I'd love to hear this story.

Do a search on Piratecat's posts for "I made a little girl cry".

And post the link if you find it. That's always fun for a re-read. ;)
 


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