Hi, only run one session of dnd so far and trying to find ways to help my 11 year old expand his character backstory. He's a clever lad but I think he struggles with a bit of the "not wanting to sound sillys" when it came to us trying to make a backstory.
Due to issues scheduling group games, and my wife's work shift it has been hard to make time to play. I've been toying with the idea of doing some one on one adventures but keeping them linked for the over arching "loose" campaign idea I have.
I thought it might be fun, and a good opportunity for some extra game time, to do a kind of flashback adventure for my lad and play out some of the few backstory details he did work out which in turn would flesh the backstory out a bit.
Hopefully that makes sense.
My questions are basically is there examples of this sort of session out there that might help? Or how best to "level down" his lvl one 24 year old fighter to a teenager?
Sorry for my rambling and many thanks in advance for any advice.
(Hastily written on my phone at work so any edits will be me finding all the spelling errors)
My questions are basically is there examples of this sort of session out there that might help? Or how best to "level down" his lvl one 24 year old fighter to a teenager?
I am not familiar with 5e having any official book or adventure module that has anything for a pre-1st level character (or at least not like the 0-level characters from some of the previous editions). I would recommend having him play as one of the NPC stat blocks, such as a guard or commoner. Maybe substitute his "future" fighter's attributes for the standard NPC numbers, so that he's truer to his character build.
Or, if using the NPC block is too weak, you could consider using the sidekick options from Tasha's Cauldron of Everything. Using one level of warrior option make for a weaker fighter-type of character. It could work as a squire or fighter in training type of build for your prequel adventures.
My questions are basically is there examples of this sort of session out there that might help? Or how best to "level down" his lvl one 24 year old fighter to a teenager?
I am not familiar with 5e having any official book or adventure module that has anything for a pre-1st level character (or at least not like the 0-level characters from some of the previous editions). I would recommend having him play as one of the NPC stat blocks, such as a guard or commoner. Maybe substitute his "future" fighter's attributes for the standard NPC numbers, so that he's truer to his character build.
Or, if using the NPC block is too weak, you could consider using the sidekick options from Tasha's Cauldron of Everything. Using one level of warrior option make for a weaker fighter-type of character. It could work as a squire or fighter in training type of build for your prequel adventures.
I hadn't considered using the sidekick stats, definitely going to look into that. Really appreciate the food for thought, thank you.
I hadn't considered using the sidekick stats, definitely going to look into that. Really appreciate the food for thought, thank you.
Honestly, I hadn't really considered using the sidekick rules for a 0-level feel before my previous post, so thank you for helping me come up with some new ideas as well.
Take a look and see if it works with what you want to accomplish with your lad, but it looked like a pretty close fit to my initial review. Since the sidekick classes are approximately half the power of the normal classes, it made sense that a 1st-level sidekick would be about halfway to a 1st level PC.
Best of luck in figuring out the specific details!
I've done "prequel" for similar reasons, but it's more to "enrich" the background from which the character comes than play the character.
The bulk of one of my games' characters belongs to a sort of collective that have been doing the "guardians of the forrest" thing for centuries (mix of elves, humans and gnomes). I've had players play younger versions of significant NPCs (mentors who in their brash own brash youth definitely weren't following the advice they dispense in the game's "present", a couple of their present adversaries were actually part of this crew way back, how come no one told them that?). The one that was most fun was they played a wolf pack (everyone just ran the stat block from the MM). In "the present" one of the characters has a name that refers to scars they received from a wolf attack. The players got to play those wolves ... they actually weren't attacking her, but saving her from a threat the forest collective didn't know about until the present.
I guess what I'm saying is I use prequels more for world building, and an opportunity to play in the world at a different angle. Especially with kids, it's fun to see them see themselves actually building the larger mythology for the world their "real" character inhabits.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Perhaps have him play as a different character who is somehow related or entangled in the story of his other character. That way you can reveal the backstory of their character without worrying about killing their character off accidentally due to it having low stats. Have the hero have to save their family, and perhaps have the kid tag along as an NPC. Give the kid a nickname that keeps them somewhat mysterious, and have their story unfold - perhaps they save the kids parents and the kid is inspired by the hero. Perhaps the parents die and the kid swears revenge. Perhaps the parents have been sacrificed to a god/fiend and the god/fiend offers a bargain to the kid, their service in return for their parents (suitable for a cleric, paladin or warlock, though could add a decent bit of story for a fighter, trying to free himself and his parents from the grip of an immensely powerful being).
The advantage of giving them a different character would be:
1. give them a chance to play a level 3 character with similar stats to theirs and a chosen path to try out, so they know what they like when they get to level 3. also a solo mission at level 1 could easily become death with one good roll - a critical hit from a thrown weapon could just kill him!
2. they can roleplay whatever they want, and don't feel like they have plot armour because there's no telling that the hero lives.
3. You can really screw with them for deep backstory. at the end of the mission, have the hero captured and the kid left, and then tell them they are now roleplaying their other character (which I hope you've managed to keep a secret until now) as a kid, and have a choice to make - the god is asking for a sacrifice of the hero in exchange for their parents. They have to decide whether to sacrifice the hero character they have just become attached to for their parents. Don't get offended if they choose not to - the chances of this happening in real life are actually quite slim! Whichever way they choose, they have a big plothook and a bone to pick with a god - either to get the hero back, get their parents back, or just plain revenge!
I have done these prequel type adventures but instead of overthinking mechanics I simply had them play as level 1. If it is more about narrative then don’t worry too much about the mechanics, explain that there will be no leveling out of this, but the stats a character starts at at level 1 realistically might be the stats that a character has had for years before going adventuring and developing. At the end of the day it’s about having fun and learning, not trying to add more complication into what is a backstory session -1.
I once ran a whole campaign with the players as young teenagers in school together, we started at level 1 and the campaign spanned the first 5-6 years of their lives in a teen Titans kind of way. I didn’t change the rules or stats for their age, I simply just ran the campaign as is because it was great fun.
I've done "prequel" for similar reasons, but it's more to "enrich" the background from which the character comes than play the character.
The bulk of one of my games' characters belongs to a sort of collective that have been doing the "guardians of the forrest" thing for centuries (mix of elves, humans and gnomes). I've had players play younger versions of significant NPCs (mentors who in their brash own brash youth definitely weren't following the advice they dispense in the game's "present", a couple of their present adversaries were actually part of this crew way back, how come no one told them that?). The one that was most fun was they played a wolf pack (everyone just ran the stat block from the MM). In "the present" one of the characters has a name that refers to scars they received from a wolf attack. The players got to play those wolves ... they actually weren't attacking her, but saving her from a threat the forest collective didn't know about until the present.
I guess what I'm saying is I use prequels more for world building, and an opportunity to play in the world at a different angle. Especially with kids, it's fun to see them see themselves actually building the larger mythology for the world their "real" character inhabits.
Perhaps have him play as a different character who is somehow related or entangled in the story of his other character. That way you can reveal the backstory of their character without worrying about killing their character off accidentally due to it having low stats. Have the hero have to save their family, and perhaps have the kid tag along as an NPC. Give the kid a nickname that keeps them somewhat mysterious, and have their story unfold - perhaps they save the kids parents and the kid is inspired by the hero. Perhaps the parents die and the kid swears revenge. Perhaps the parents have been sacrificed to a god/fiend and the god/fiend offers a bargain to the kid, their service in return for their parents (suitable for a cleric, paladin or warlock, though could add a decent bit of story for a fighter, trying to free himself and his parents from the grip of an immensely powerful being).
The advantage of giving them a different character would be:
1. give them a chance to play a level 3 character with similar stats to theirs and a chosen path to try out, so they know what they like when they get to level 3. also a solo mission at level 1 could easily become death with one good roll - a critical hit from a thrown weapon could just kill him!
2. they can roleplay whatever they want, and don't feel like they have plot armour because there's no telling that the hero lives.
3. You can really screw with them for deep backstory. at the end of the mission, have the hero captured and the kid left, and then tell them they are now roleplaying their other character (which I hope you've managed to keep a secret until now) as a kid, and have a choice to make - the god is asking for a sacrifice of the hero in exchange for their parents. They have to decide whether to sacrifice the hero character they have just become attached to for their parents. Don't get offended if they choose not to - the chances of this happening in real life are actually quite slim! Whichever way they choose, they have a big plothook and a bone to pick with a god - either to get the hero back, get their parents back, or just plain revenge!
I have done these prequel type adventures but instead of overthinking mechanics I simply had them play as level 1. If it is more about narrative then don’t worry too much about the mechanics, explain that there will be no leveling out of this, but the stats a character starts at at level 1 realistically might be the stats that a character has had for years before going adventuring and developing. At the end of the day it’s about having fun and learning, not trying to add more complication into what is a backstory session -1.
I once ran a whole campaign with the players as young teenagers in school together, we started at level 1 and the campaign spanned the first 5-6 years of their lives in a teen Titans kind of way. I didn’t change the rules or stats for their age, I simply just ran the campaign as is because it was great fun.
Apologies for not responding sooner, had a few real world things take priority. Really appreciate the feedback and all the suggestions have been really helpful.
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Hi, only run one session of dnd so far and trying to find ways to help my 11 year old expand his character backstory. He's a clever lad but I think he struggles with a bit of the "not wanting to sound sillys" when it came to us trying to make a backstory.
Due to issues scheduling group games, and my wife's work shift it has been hard to make time to play. I've been toying with the idea of doing some one on one adventures but keeping them linked for the over arching "loose" campaign idea I have.
I thought it might be fun, and a good opportunity for some extra game time, to do a kind of flashback adventure for my lad and play out some of the few backstory details he did work out which in turn would flesh the backstory out a bit.
Hopefully that makes sense.
My questions are basically is there examples of this sort of session out there that might help? Or how best to "level down" his lvl one 24 year old fighter to a teenager?
Sorry for my rambling and many thanks in advance for any advice.
(Hastily written on my phone at work so any edits will be me finding all the spelling errors)
I am not familiar with 5e having any official book or adventure module that has anything for a pre-1st level character (or at least not like the 0-level characters from some of the previous editions). I would recommend having him play as one of the NPC stat blocks, such as a guard or commoner. Maybe substitute his "future" fighter's attributes for the standard NPC numbers, so that he's truer to his character build.
Or, if using the NPC block is too weak, you could consider using the sidekick options from Tasha's Cauldron of Everything. Using one level of warrior option make for a weaker fighter-type of character. It could work as a squire or fighter in training type of build for your prequel adventures.
I hadn't considered using the sidekick stats, definitely going to look into that. Really appreciate the food for thought, thank you.
Honestly, I hadn't really considered using the sidekick rules for a 0-level feel before my previous post, so thank you for helping me come up with some new ideas as well.
Take a look and see if it works with what you want to accomplish with your lad, but it looked like a pretty close fit to my initial review. Since the sidekick classes are approximately half the power of the normal classes, it made sense that a 1st-level sidekick would be about halfway to a 1st level PC.
Best of luck in figuring out the specific details!
I've done "prequel" for similar reasons, but it's more to "enrich" the background from which the character comes than play the character.
The bulk of one of my games' characters belongs to a sort of collective that have been doing the "guardians of the forrest" thing for centuries (mix of elves, humans and gnomes). I've had players play younger versions of significant NPCs (mentors who in their brash own brash youth definitely weren't following the advice they dispense in the game's "present", a couple of their present adversaries were actually part of this crew way back, how come no one told them that?). The one that was most fun was they played a wolf pack (everyone just ran the stat block from the MM). In "the present" one of the characters has a name that refers to scars they received from a wolf attack. The players got to play those wolves ... they actually weren't attacking her, but saving her from a threat the forest collective didn't know about until the present.
I guess what I'm saying is I use prequels more for world building, and an opportunity to play in the world at a different angle. Especially with kids, it's fun to see them see themselves actually building the larger mythology for the world their "real" character inhabits.
Jander Sunstar is the thinking person's Drizzt, fight me.
Perhaps have him play as a different character who is somehow related or entangled in the story of his other character. That way you can reveal the backstory of their character without worrying about killing their character off accidentally due to it having low stats. Have the hero have to save their family, and perhaps have the kid tag along as an NPC. Give the kid a nickname that keeps them somewhat mysterious, and have their story unfold - perhaps they save the kids parents and the kid is inspired by the hero. Perhaps the parents die and the kid swears revenge. Perhaps the parents have been sacrificed to a god/fiend and the god/fiend offers a bargain to the kid, their service in return for their parents (suitable for a cleric, paladin or warlock, though could add a decent bit of story for a fighter, trying to free himself and his parents from the grip of an immensely powerful being).
The advantage of giving them a different character would be:
1. give them a chance to play a level 3 character with similar stats to theirs and a chosen path to try out, so they know what they like when they get to level 3. also a solo mission at level 1 could easily become death with one good roll - a critical hit from a thrown weapon could just kill him!
2. they can roleplay whatever they want, and don't feel like they have plot armour because there's no telling that the hero lives.
3. You can really screw with them for deep backstory. at the end of the mission, have the hero captured and the kid left, and then tell them they are now roleplaying their other character (which I hope you've managed to keep a secret until now) as a kid, and have a choice to make - the god is asking for a sacrifice of the hero in exchange for their parents. They have to decide whether to sacrifice the hero character they have just become attached to for their parents. Don't get offended if they choose not to - the chances of this happening in real life are actually quite slim! Whichever way they choose, they have a big plothook and a bone to pick with a god - either to get the hero back, get their parents back, or just plain revenge!
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I have done these prequel type adventures but instead of overthinking mechanics I simply had them play as level 1. If it is more about narrative then don’t worry too much about the mechanics, explain that there will be no leveling out of this, but the stats a character starts at at level 1 realistically might be the stats that a character has had for years before going adventuring and developing. At the end of the day it’s about having fun and learning, not trying to add more complication into what is a backstory session -1.
I once ran a whole campaign with the players as young teenagers in school together, we started at level 1 and the campaign spanned the first 5-6 years of their lives in a teen Titans kind of way. I didn’t change the rules or stats for their age, I simply just ran the campaign as is because it was great fun.
Apologies for not responding sooner, had a few real world things take priority. Really appreciate the feedback and all the suggestions have been really helpful.