How to GM a Child's First RPG Game





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Published on Sep 10, 2012

Some notes by request for what I plan to do to introduce my son to RPGs in a few years. He's very interested even now at 4.

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Comments • 125

Michael Curl
Check out mermaid adventures, its much simpler,so you can go with a younger, maybe 8 yr old, game. plus it comes with a color book.
RPG Game ding
Patrick Kenny
We've been looking forward to all the things we're going to introduce to our child, and this is definitely on my list.
David Gardner
Their adventure so far has been a simple "find the treasure in the Forgotten City" dungeon crawl, after they told me they were bored talking to townspeople. They like their hack and slash, and they've been having so much fun just killing stuff that I'm just dishing out combats for them. I've started giving the monsters personalities though, and as I do that, they get more and more into it. It's wonderful seeing them so excited.
David Gardner
I told them the basic concepts of characters (fighter, rogue, cleric, mage), and then had them pick which one they wanted. Both boys are half orc fighters, the 11 year old is a female dwarf wizard who doesn't shave so she has a beard, but the 9 year old got stuck on the picture of the monk, so she's playing an elf monk. I simplified the rules for her quite a bit, and in C&C they have more hit points than most characters, so she's been enjoying shooting her bow and punching people.
David Gardner
I've been running a (very modified) Castles and Crusades game for my 11 and 9 year old sisters and two 8 year old brothers. By heavily modified, I mean we're not really even bothering with movement and rules that they find confusing are houseruled away so that we can keep playing. My little brothers really don't understand the character sheet either, so I keep track of it all for them and tell them what dice to roll (they've been figuring out which ones pretty well).
I run a game for a 12 and 10 yr old. They were very excited about making their own characters, but they weren't interested in specific stats. So we spent about 30 minutes coming up with concepts and what weapons they were going to use. Then I built the specifics while they watched so they could learn why I chose specifics. They love it, but they only like to play for about an hour. Short adventures are key.
Farming the next generation.
I tried to have pre-made characters and run a linear adventure---but they were having none of it. Maybe it was because they were a little older (10-13) but they ALL wanted to make their own characters and explore sandbox style. I barely need to prepare because they create their own adventures! Through their eyes I see it all fresh---knocks the dust right off the whole game :)
Those are super low prices.
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