AL with Kids

Post/Author/DateTimePost
#1

AndrewJO

Jul 13, 2015 4:23:44
Every week one of our players brings his 2 daughters in to play. I'm not sure of their ages, but I'd guess they're around 10. My problem is that when they play with us, we end up running an hour or more over time. We've been playing HotDQ, and it took us 4 weeks to finish episode 3 because combat was taking so long. I don't have a problem with children playing/learning D&D, but it's at the point where it's starting to affect my, and probably other players' enjoyment. They don't pay attention when the DM speaks, wasting several minutes everytime she has to explain something again. They don't plan out their actions during combat. One's a fighter the other is a rogue, there isn't much variety in their actions so they should know what to do ahead of time. Their turns end up taking several minutes apiece, which is far too long when there are 5 other players at the table. Just this Saturday one of the girls took 5 minutes on her turn to decide to attack, that was with an older player explaining to her what her options were (run, hide, or fight). I don't want to try to kick them out of the game, I think it's awesome that they're learning to play and enjoy D&D at that age, I just don't want to spend 8 hours playing an episode that I ran through with a separate party in 2. How do I speed them up without looking like a dick?
#2

Ainulindalion

Jul 13, 2015 7:05:50

The only solution here is to talk to the parent.  The parent is the only one that can properly coach the children off-site into knowing how the game works better so that their decisions are quicker.

 

Beyond that... you can get a timer.  You just have to apply it to everyone, not just the children.

(Reply to #2)

thegrayhuntress

Ainulindalion wrote:
#4

Qzoo

Jul 13, 2015 22:16:31

There is nothing wrong with making some simple table rules, and reading them to everyone at the table before you begin each session.  This way you can coerce the others at the table in to reminding the others (kids included) that they need to remember the rules.  Maybe even make it into a table tent to keep by the DM's screen.

 

The rules should be few and simple, so that they are easy to remember, and repeating it at the beginning of each session will also help.

 

Examples include:

 

Pay attention to the game.  Minimize distractions, and avoid electronic devices not specifically for this game.  Cell phones should be silenced.

One person talks at a time.  Avoid interrupting others.

Focus on your own character, not your neighbor's.  Only suggest actions to others if you can do so in character.

If you are immediately ready on your turn during combat, add a free +1 to your d20 attack roll or ability check.

If you wait too long to take your turn, your character will go defensive for their turn while you think some more about  what to do on your next turn.

 

You can customize these, but you get the idea.

 

The important part is that these are table rules, not kid rules.  It applies to everyone equally.  The older players should naturally help the younger ones follow those rules as best they can.  If the parent is at the same table, all the better...remind the kid first in a respectful way, then just eyeball the parent if it becomes the 5th-time or more in one night--they got some parenting to do, and you won't have to explain why you're not happy.  You'll be surprised how well kids can behave if they know what the boundries are.

 

 

Of course, this only works if the DM is on board.  Perhaps you could ask for a group meeting, and your table can come up with their own rules?  Or have the DM ask for table rules ideas one session, and then next session collect them and read them all out to the table, and everybody votes?  Or just be a dictator, whatever.  I'm totally good with dictator, because I'm the DM for my group.  :D

 

A lot of this is based on my old thread here.

#5

Sorsohka

Jul 14, 2015 11:47:04

Even if I love the idea, I'm not sure the +1 to attack roll if ready immediatly would be AL legal (the only bonus that can be given so freely is inspiration, and inspiration everytime you are ready imemdiatly might be a little bit overpower, maybe something like you get inspiration if at the end of combat you were alway ready would be more balance?), but I have no problem with the other stuff. if you are uncertain your default action will be to take a defensive position to decide which action to do I love that idea.

 

Other thing, try to avoid allowing new player who never played DnD to play full spellcaster, yeah a pregen sorcerer can be ok since you really only have 2 option (magic missile or firebolt, since your other spell is shield and out of combat utilities) but asking to a new player to understand the difference between burning hand and thunderwave and to decide which to use when take a long long time and such a quick thinking come with experience. When teh sorcerer reach level 3 and learn spell level 2 and now need to choose betwen scorching ray, magic missile and firebolt, he already played 3 games so he should start understanding what his doing.

 

for the young kid, maybe ask the parent to help them choose there action ahead of time, specially if they play easy class like fighter and rogue, there is not many decision to do, and the parent should be able to help them choose while the other 5 player do there action. Maybe try to make the parent and both kid play on the same initiative, making it easier for the parent coach the kid, I know it suck for the rogue to be lowered to the fighter Initiative or it might give a bonus to the fighter to get teh rogue initiative but we are talking bout 10 years old kid who are still learning the game, not powergamer who will abuse this bonus.

#6

Alphastream

Jul 14, 2015 12:08:51

I run AL tables of just kids (ages 8-12) and these issues happen all the time. Because it is an all-kid table, I often let it go. It is what it is. But, I also do work with them on the main issues, so we all have fun. There was that time one kid insisted on telling several real world jokes to every single NPC in Red Larch...

 

I agree with the comments around the parent. Ideally, the DM should talk to the parent and keep it really simple. "Hi, I love having your children at the table. However, they are taking a long time for their turns, such that the game is going very slowly. This is hurting the overall fun at the table. Could you speak to them about taking faster turns?"

 

I probably wouldn't focus on the paying attention. It is really hard to force/encourage a kid to pay more attention. But, the DM can try to involve them at key points, such that they learn to focus. "That's a good plan. Kid1, do you agree? How about you, Kid2?" "Kid1, you play a rogue... you might have some knowledge of this, make me a blah-blah roll..." That sort of stuff. If they don't need to pay attention, they wont.

 

Similarly, kids need a healthy dose of positive encouragement. Giving praise when they do it right (pay attention, take a quick turn) should get some acclaim from players and DM, such that they want that positive reinforcement more often. Adults can be a bit sly about this too, praising each other when they take a fast turn. "Nice call, Adult Susan... I like how you took such a fast turn!" "Oh, I don't really know what to do, but I'm just going to attack this foe so that I don't slow things down..."

 

Depending on the kids, you could talk to them directly. "Hi, we all really like having you at our table. I think the games would be even more fun if we keep the action going... do you think you two could work on taking faster turns?" Some kids will be shy in their response, some positive, but almost all will listen. You might follow it up with a cheat sheet... a small card that lists their normal actions (Attack at +blah for blah damage, use a skill. Move. Special Class feature. Special class bonus action.)

 

I hope that helps!

 

 

 

 

#7

Sorsohka

Jul 14, 2015 12:27:29

the cheat sheet is great, I'm using it with new player, giving them a rogue and with the pregen rogue I put a little cheat sheet explaining:

your role is to scout ahead of the group and detect trap, secret door and potential ambush using your perception check 1d20+5

you shoudl scout being stealthy: ad20+7

 

in combat your strategy by default should be:
- bonus action: hide behind the sorcerer (stealth 1d20+7)

-Action: attack a foe who is in melee combat with the fighter with your shortbow: 1d20+5 with advantage. If you hit you deal 1d6+4(bow)+1d6(sneak)

 

Other strategy might be usefull in combat, but if you are unsure of what to do this is 90% of the time the best strategy.

 

Here this player know how to use his rogue, and by the time he reach level 3 he shoudl understand how to rogue work, so whenhe gain 2d6 sneak he will be able to update his cheat sheet by himself, or simply give back the cheat sheet since he doesn't need it anymore.

#8

Tyranthraxus

Jul 14, 2015 18:45:37

ive had a few what I would term kids (about 12) at my Encounters games in the past. Generally they have been okay, although they dont handle the investigation side of things too well and really just want combat all the time.

#9

WillemManderly

Jul 19, 2015 20:43:21

Interesting thread.  I started playing at 12, and now I have my own kids who are 12 and 14.  I've also seen other parents bring their kids to play, and everyone has a different style.  I prefer letting the kids succeed or fail in their own right.  One parent had developed the PC's for his kids and then would tell his kids how to play them ALL THROUGH the game.  Very annoying.  If I were the kid, I'd be checking my cellphone, too.  Back off, Dad!  Giving the kid a cheat sheet is a great idea, but then you have to let them run with it.  That's part of the power you learn as a player.

 

When I DM my kids and their friends, I just give them a set time period to declare an action, or they have none.  I learned to order quickly at restaurants by missing a dinner once, and immediately became much more decisive.

 

I agree with most of Qzoo's comments - well said.