| Post/Author/DateTime | Post |
|---|---|
| Max42204-20-04, 11:43 AM | I used to play a very long time ago with advanced edition rules. Now I'm the father of a ten-year old and wanted to introduce him to the hobby. I bought a set of the version 3.0 rulebooks a year ago with the intent of running a game for him and his friends. Last weekend I ran a game for a group of kids ranging in age from 10 to 12 years old. I kept it simple, kept it moving, and minimized the plot. I created the characters ahead of time and handed them the sheets (ranger, cleric, sorceror, fighter, rogue). I drew out a map of a small dungeon on a large sheet of 1-inch-square graph paper (so they wouldn't have to) handed out figures, and told them that the ranger of the group had recruited them from the local town to clear out some goblins from their den (the dungeon). I had them go in, explore, find and fight some rats, empty some treasure chests and fight some goblins. That took about 3 hours which seemed to be about as long as the group could stand to sit around a table without getting distracted. They wanted more though, and I hope to run another game for them soon. The issue is that they are all novices playing first-level characters. Maybe experience points will advance them to 2nd (I haven't worked on that bit yet), but they're low level. And again, they're ten years old. Anybody have any ideas about how to proceed? I had an unexplored corridor running off the map, so I expect to extend the dungeon and have the team march in that direction. What kind of traps, monsters, obstacles do people think would be effective and exicting for ten-year-olds? These guys aren't all that patient, and hack and slash seems to be what they liked best (locks and traps on the treasue chests seemed a little dull to them), but I'm hoping to introduce a few wrinkles too. Thanks for any help or advice you have to offer. |
| UZI04-20-04, 12:05 PM | Level Appropriate Challenges. A few skeletons or zombies for the cleric to turn so the others can whack away would be diverting and a good way to introduce that vital cleric power. Small pit traps are good, as well, as hopefully they'll learn to do a little searching on the way, and learn to use the rogue. What is the ranger's favored enemy? If you want to have a little fun and, introduce helper NPCs, like an escaped kobold or gnome that knows the cave system, and can warn about certain dark caverns, and where to find the BBEG. Also, if the sorcerer has "Read Magic", place a scroll that will be useful for a "climactic" encounter. If no one has a masterwork weapon, might be a good idea to find one on the body of a previous adventurer (who then rises as a skeleton). |
| Kinger04-20-04, 12:19 PM | Does the sorcerer have a familiar? Kiddy gold, if so. Look at any sort of entertainment in the 10-years-old-or-so and you'll find a comic-relief cute animal that can still be considered "cool." Any Disney or Dreamworks kid flick can show you that. Unless the sorc has been controlling the familiar thus far, the familiar can serve as a chance to keep attentions during the less-than-exciting portions. It can also be used as a sort of guidance, since it can point things out for the group. Might as well let it talk. If you can sound like Eddy Murphy you're set. Additionally, you might want to stick to creatures commonly found in fairy tales, rather than the more gothic or Lovecraftian creatures found in the MM. Goblinoids, skeletons, evil wizards, nasty sorceresses, etc. If traps are necessary, try to use ones that are exciting. Rolling boulders, or little statue faces that shoot darts. |
| Loopy04-20-04, 12:23 PM | Wow! Cool! Ummmmmm.... Twink it out, dude!!!!! They're ten!!! Who cares if you over-do it with the treasure? Like, if the Rogue opens a chest to find *gasp* a magic sword, they might be more inclined to search and stuff. Be sure to break in the middle for some icecream or a game of catch or something. I think that might help. Cool, man. That's awesome. Keep up the good work. |
| jafyfe04-20-04, 12:43 PM | When I ran it for my sons, I made the story tie into things going on in their life. Creating NPC from people they know and people they would want to help. Big Monsters + cool weapons, is what they wanted, so i played the monster stupid, and created weapons that cool, but did nothing. The problem that I was dealt was with the parents of their friends not wanting thier children to play that 'satanic' game, so I took the dungeons, add stromtroopers, and created a Star Wars game surrounding the conditions. |
| airhead04-20-04, 01:09 PM | A good module for you to learn 3.5 (yes it is different that AD&D) is the "Sunless Citidel" The 2 players may need a little help getting through there (or you need to tone it down a little). Welcome back. This game has come a long way since GG & DA photocopied the rules at the campus library. |
| Max42204-20-04, 04:23 PM | Good ideas. Thanks for the input everyone. I have another question (I did try a forum search but came up empty --couldn't find the right search terms I guess). I bought the 3.0 rulebooks (DMG, PHB & MM) just before the 3.5 edition was released (#%$@!), so I'm a rev behind. What's the difference in the rule versions (generally I mean, not point-by-point). Do I need updates? If I need to update, do I need new versions of all three? Thanks again. |
| UZI04-20-04, 04:43 PM | You can survive just fine with the 3.0 books. I bought the 3.0 books in November of 2002, and upgraded when they came out (gave the 3.0 books to my son). Most changes are spell changes and new ones), some feat changes (and new ones), a much better Ranger class, and better balanced monsters all around. The DMG is much more approachable in 3.5. There were some clarifications and mechanics changes in combat, but mostly things you won't notice with 10 yr olds (heck my son just discovered Silent and Still Spell, and he's been playing a sorcerer for well over a year!) Magic item prices were adjusted, and the rules for costing custom items better explained. You will be able to find a huge amount of support material online for 3.0 (and a respectable amount for 3.5, given its age), but most questions in the forum are assumed to be asked and answered in 3.5 (though 3.0 discussions have been known to break out, and for the most part, they are the same). |
| Utumno04-20-04, 06:40 PM | Here is the link to the SRD (System Reference Document) this gives you all the info you need to update to 3.5. I prefer 3.0 but if that is the way you want to go have at it! http://www.wizards.com/default.asp?x=d20/article/srd35 |
| airhead04-20-04, 08:48 PM | I just re-read your post and noticed that you have 3.0 books. No big difference, players get more feats, monsters get tougher, but it works out. I still reccommend "sunless citidel" for learning - both as players and DM. From AD&D or 2e to 3e is quite a jump. Same basic game, but the mechanics are different. |
| Nom04-21-04, 12:47 AM | Finally, decide whether you want your game to be 'minatures' focused or RP focused. In the first, let them RP as much or as little as they want to and play it more like an adventure game. In the second, encourage them to ham things up to get into character, and praise/reward situations where they do things because they are 'in-character'. And yes, I know they're not mutually exclusive. However, I've found with younger players it's easier to either 'never mind the rules, do what you think is fun' or 'let's play accoding to these simple rules'. YMMV. |
| DeWayne04-21-04, 01:15 AM | If you can get a hold of the old module Keep on the Borderlands it would be a good choice for a group of beginners. It consist of a lot of little dungeon crawls with plenty of things to kill. It shouldn't take too much work to convert it from AD&D (1st edition) to D&D 3.0 or 3.5. I'm sure a lot of the people on these boards have some very fond memories of that module. Another thing you might look into is the Dungeon Crawl Classics series of modules put out by Goodman Games (http://www.goodman-games.com/index.php). They've done a very good job of maintaining the simpler feel of the early days of the game, which may appeal to your 10 year old players. I don't know of any other company that's even tried this approach. |
| Sildatorak04-21-04, 03:59 AM | Originally posted by jafyfe The problem that I was dealt was with the parents of their friends not wanting thier children to play that 'satanic' game I hear you there. When I was in jr high and high school my act of rebellion was playing D&D behind my Mom's back. I've been thinking of telling her now that I'm almost out of college, so I've thought up (or outright stole from other sources) some arguments if parents bring this up. *Compare it to improvisational acting, make-believe with rules (without the dangers of eyes being put out by sticks, of course), video games that the parents would be familiar with that are appropriate(final fantasy has taken kind of a kid-aimed turn with crystal chronicles, it might be an appropriate choice), war/strategy games, or something else that they allow and is a good comparison. *Read some of the literature put out by the people who claim D&D is satanic, that way you can bring up the points of those authors and counter them (not to mention undermine their credibility since some of them believe that the catholic church is the devil's handmaiden) www.chick.(can't remember if it is com or net or org) has some of the right wing whacko literature that you'd be looking for. Most of the stuff is either based off of misconceptions or limited readings of D&D or from ultraconservative Christian views, so it is pretty easy to discredit if you assume you're dealing with a rational person who isn't an ultraconservative Christian. *If a concern is the whole crime/suicide connection that was proposed way back, bring up the figures that were used for suicides. Using those numbers it turns out that teenage D&D players had a lower suicide rate at the time than teenagers as a whole (not to mention the whole correlation doesn't equal causation argument). Additionally the crimes that often "involved" D&D also typically involved drugs. Feel free to cite me as an example of D&D preventing drug use. I played it instead of drinking in high school (I only had enough money for one so I chose to do the one that was more fun). |
| Lord Nat04-21-04, 04:13 AM | Ah nothing makes me feel better then hearing about kids being warped at that age. Well anyway. Remember they are kids so they will think of a lot of stuff that will stump you. In PnP RPGs once they got the rules down they are better players then most older people. So just have fun and treat them like any other plays. Well maybe be nicer and let them get away with stuff a little more. |
| Boudewijn Brendergast04-21-04, 04:53 AM | If you want to include traps make them really "visual". Just watch some Indiana Jones movies or similar rip-offs. |
| jafyfe04-21-04, 03:08 PM | I approached the topic of satanism from the point that the storyies created by the kids in playing D&D are about destroying evil. Beating up and killing the bad guys. The like that aspect, but not the fact that their was magic, beacuse of the tie to the Wiccan peoples, so Star Wars was a good medium, there is no "magic" only the force. |
| Max42204-21-04, 03:38 PM | Well, I find the "satanism" fears foolish, but I'm not a Christian, I'm agnostic so there you go. I've heard there are those who worry about this possibility though I've never actually met anyone who expressed those fears. I would note that the parents of two brothers in my kid's game are devout Christians and they didn't worry about satanism --they worried it might be too "slow" not too depraved. Still, I avoided any potential repercussions by assigning each character in the game a good alignment. No need to court trouble. Let's hope that the wide success of the Lord Of The Rings films has helped the public at large get a little more familiar with fantasy and take some of the heat off the hobby. |
| Dymo04-22-04, 11:35 AM | I have a 10 year and 13 year old on the go. We were a group of 4(DM included) but the 14 year old member(neighbour) sorta melted away(I just have him doing jail time in town for getting caught stealing - he will be back :)). Anyways the module I found and used first was the Burning Plague, found here: Simple, easy and very flexible. http://www.wizards.com/default.asp?x=dnd/oa/20000801a Then followed that up, a level higher with this one. http://www.wizards.com/default.asp?x=dnd/oa/20000901a More demand on the DM but better RP options. The same thing happened to me as well. I talked about it around the house and boom, got the 3.0 books as gifts, god bless the wife, just before the new release. Best to keep the wife apprised of version changes. ;) I will use the books I have until it becomes evident we need newer or better stuff, then the SRD can be the filler. The concept of skills and Feats are there so a change to 3.5 later shouldn't be any biggy. Just have fun I guess is the best thing. My 10 year old can come up with some of the damnest funny stuff. Turns out she LIKES Spiders, even large, ugly, bad tempered ones. LOL |
| Ssussunriyh04-22-04, 12:17 PM | You might point out two important aspects to the nay-sayers: One: the magic wielded by Cleric and Paladin characters is largely based on Judeo-Christian legends, i.e., healing the injured, curing the sick, raising the dead, walking on water, banishing evil spirits, and so forth. Two: it's make-believe! It's not real! And those of us who play the game know this! We're don't actually believe that playing this game allows us to contact demonic powers and wield real magic that can actually do anything. D&D is a game, with no more real-world significance than Pinochle. We do it because it's fun, and because it's a temporary escape from the humdrum of real life, but we still have to go back to work on Monday morning... The Paranoia RPG rulebook probably said it best: "A player is a real person with, presumably, a real life. A player character is a fictional construct that a player impersonates in a gaming situation. If you have trouble distinguishing between the two, put down this book and get help now." |
| jasper04-22-04, 12:21 PM | watch jackie chan adventurers with your kids, and some other adult geared cartoons. Steal their plot lines. One I stole was when the fat man was thought to be the one by a group of monks. Of course I twisted some it when the party after fight off lots nasties and the npc monks telling the one he should huft, finally get to castle and the one is seat it is discovered they not the one and the chair tills them down a chute into a mud puddle at the bottom of castle. also if you are devious. put some history into it. steal a local landmark and set up the plot so they either help or hurt history. Aka Alamo, battle of horseshoe bend, stand in the wizard school door etc. |
| Elrana04-22-04, 01:13 PM | To keep the game exciting send them down the open avenue in the dungeon and through a trap based adventure set up by an insane and long dead mage. Make the traps require thought, but not so much that the kids get bored, just enough to make them feel that they have accomplished something and give them rewards comensurate with the challenge. (This goes pretty much for any game.) I think for a group of young kids the difference that I would make to the game would be illusions and programmed responses to the traps. Falling for a trap, for example, triggers a magic mouth, laughing at the PCs and sticking its tongue out as they pick darts out of each other's backs, or perhaps just a wah, wah waah sound. Successfully disarming and bypassing a trap causes an illusion and a 'aah, you got me' type response. Aim for some humour and watch cartoons and steal ideas. I.e. a falling anvil trap followed by illusory birds tweeting in circles around the head of the PC it hit. |