I'm running a game a youth center for young teens (ages 11-15). Last week was our first session and I was a little overwhelmed with the energy and, to a degree, the immaturity. Now some of that is to be expected (ages 11-15) but some of it I want to better get out in front of so that we can keep the group going and growing.
To that end I have proposed some real quick non-negotiable rules. I'm looking for feed back. "They" say that you cannot have more than 3 rules for your classroom so I'm trying to keep this list as short as possible and modify up what I can within them so they are also short rules on their own.
Rule 0: We are all here to have fun.
Rule 1: No devices at the table except as a game reference.
Rule 2: Everyone gets to participate. Everyone contributes. Everyone listens.
Rule 3: Players describe what their characters try to do. DM’s describe the outcome of the effort.
I'm debating if Rule 2 should be split into two rules because that 3 minutes of "It's not my character's turn/ scene/ action/ interest" has turned into people wandering off, or talking over the game action.
I am the sponsor and DM for the PVMS Dungeons and Dragons Club. I am responsible to signing up, managing, and training 6th graders and novices how to play D&D in the club. Older students that have prior experience are placed with experienced DMs in higher grades. This experience should let me provide workable advice.
One- These are kids, even the 15 year olds. As such immaturity is a de facto condition, however the range of mental development from 11-15 is immense. I find that putting student/players of different ages to be problematic. The older kids often lack tolerance of younger players, even if the younger player is by merits doing a better job at the table than the older kid. It is just social dynamics at play. If possible split groups into age/mental age cohorts. This should mean that you are only dealing with one type of mentality.
Two- Rules. I am a teacher; one golden rule or three simple rules or what ever nonsense someone told you is flat wrong. Have as many rules as you need to ensure the environment is safe and conducive to running an enjoyable game. My kids have around 5-6.
Let's go over your rules and see how it works in practice.
Rule 0: We are all here to have fun.
Make the expectation that when players and DMs come to the table that no matter what they are going to have fun. Seth Skorkowsky has a video about it in his Session Zero advice, and it does work. Once everyone at the table realizes that even if Rocks Fall and Everyone Dies! much fun will be had a great deal of stress evaporates. So good rule!
Rule 1: No devices at the table except as a game reference.
This is my rule too. Kids of this generation positively lack the capacity to endure boredom. Even if that period of inactivity or lack of stimulation is in increments of seconds. What I train the players to do is realize that they don't need to seek outside the game for entertainment or distraction. They can role play their PC with other players. Seriously, tell them to talk to each other and relate to each other as their PCs and not by their IRL names. I make table tents with the PCs name and if I can get it an image and set it in front of the player. Do this so even if you are doing something else, the Players will be aware that they can engage in roleplaying and don't need for you to voice a NPC.
Next, part train them that they need to be fans of the other players and their PCs. Wandering off, having side OOC conversations, daydreaming, sleeping, doodling, or heck even homework should not be done at the table. All players are here to play a game and have fun. Part of that fun is rooting for and/or commiserating with your fellow players during their actions. Not doing so not only harshess out the fun, but is rude. Be Present is how I frame the rule, and I expect every player to be present the entire time we are at the table.
Depending on how long your sessions last, plan breaks 5-8 minutes an hour or so for BIO needs, to check phones, engage in side chat etc. Do this so that the players don't feel your rules are onerous.
Rule 2: Everyone gets to participate. Everyone contributes. Everyone listens.
This one is important. It is partially the job of everyone at the table, players and DMs, to ensure everyone gets to shine in the spotlight. I know some people want to place that job squarely on the shoulders of the DM because they are the ones that create and implement the challenges the PCs face. However, good DMs steal ideas from their players all the freaking time. Additionally, players should be trying to make their friends look cool too! 'Hey, Anyta! If you move your Paladin over here next to my Rogue, the Wizard's Owl can give us both Advantage from the Help action, I'll get sneak attack and you might get a killer Smite on the Frost Giant." The round ends with high fives all around because the group dynamics were wonderful.
As a DM though make certain that wallflowers get special attention. ZERO right in on them, even if you ignore outright the outbursts and blurts of the rest of the players. Ask them, specifically, what they think and what they want to say. I use a talking piece to ensure everyone gets a voice and sometimes just pluck it from rotation and drop it in the hands of players that are quietly being talked over and ignored. One of the powers of the Speaking Piece is that NO ONE is allowed to talk unless they have it...yes, even the DM.
Rule 3: Players describe what their characters try to do. DM’s describe the outcome of the effort.
Love this! I use it too. Players describe intent. "Berington the Ranger sweeps out low with his blade at the Hobgoblin's vulnerable thighs hoping to score a dangerous wound." or "Vrinka the gnomish Evoker wants to cast Flaming Sphere 45 feet away at the feet of the ogre." I say intentions, because when players state actions as being successful, and the dice do not support that outcome the narrative is wonky because the DM has to rewind the player's stated action for the PC and describe how the intended action failed.
Thanks for the feedback. I don't know when I got the "limit of 3" in my head but after 22 years of teaching in-services they all blend together into a blur. Thing is my experience is with high school which while not MUCH older is still a little older and a little more mature (generally).
Is there anything you see really missing? I'm planning to print these out to post in the room we play in so that they can be a visible reminder. I know I'll also set a timer for a set "break" at the one hour mark. The session runs from 6-8 with my "hours" being 5:30 until 8:30 for set up and break down.
Okay then you have my Dedicated Enemy too: Time. Most RPGs enjoy a leisurely 4 to 5 hours (one of my past groups made weekly 6-8 hour games an expectation). Because you are working against the clock, you have to work extra hard to keep everyone on track and yes even truncate certain aspects of the game. For me as the DM of my group, I learned that modules had to edited. I naturally like a lot of personally created adventures, but the players tended to like the idea that they were participating in something official. When you only have 1 and a half hours that is impossible.
So this is the action plan I follow
Set Up and Conversating - 5 minutes - During this time the player is responsible for pulling their PC sheet from the bin. Lost character sheets are a pain, so I collect and keep the PC sheets ALWAYS. I have a Legendary Account on DDB with a Master Tier subscription. All PCs are made on student accounts accessing the PVMS campaign so they can look at their PC, but I have the HARD copies. They also have to either produce their personal dice (I bought everyone a set from Amazon, I think a set of 7 complete sets in velveteen bags was like 15 bucks), or gather a set from my spares (I purchased a Pound O Dice from Chessex--Ugly As Sin dice but hey).
Play Time - I begin a count of 3 announcing I will need their attention at the end. All electronics are to be put away at the end of the count and the players should begin to pay attention to me. "When last we left our Heroes..." I either set up the current situation, rehash what occurred last week, or highlight the last few moments of a combat that had to be cut off last week. Notes help with this, in fact in my game I had to end a combat against a Giant at the end of the 1st round and will have to set that back up on Wednesday so they can hopefully finish the fight (kill or drive it off). I do RIGOROUSLY enforce the Talking Piece as I said, when it is my turn to speak I hold it.
Keep an eye on the clock, if the party starts to stagnate feel more free to nudge them than you would an adult group. If they make decisions that would only be possible if they ignored or forgot a vital clue, give the players of PCs with high INT and WIS attributes a chance to "remember" to prevent loosing too much time on meaningless endeavors.
NEVER SPLIT THE PARTY- You ain't got time for that jazz! Even flipping back and forth every 5 minutes is a waste.
Lastly, make them help clean up/pack up after the session. Put PCs back in the bin, return dice, roll up the battle mat or flip map, return minis to storage etc. Give them jobs and they can reset the area to clean in under 3 minutes. That way your host organization won't mind your presence.
Just thought I'd chime in with Detentions And Dragons, the podcast. It's two school teachers who either have a school D&D club, or use D&D in the classroom. Each episode focuses on an aspect of D&D as it relates to young players, as well as classroom environments. They have 95 episodes, and while a lot of their content is pretty basic D&D knowledge, there's plenty of diamonds to be found, especially if you're planning on organizing play involving that age group.
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I'm running a game a youth center for young teens (ages 11-15). Last week was our first session and I was a little overwhelmed with the energy and, to a degree, the immaturity. Now some of that is to be expected (ages 11-15) but some of it I want to better get out in front of so that we can keep the group going and growing.
To that end I have proposed some real quick non-negotiable rules. I'm looking for feed back. "They" say that you cannot have more than 3 rules for your classroom so I'm trying to keep this list as short as possible and modify up what I can within them so they are also short rules on their own.
Rule 0: We are all here to have fun.
Rule 1: No devices at the table except as a game reference.
Rule 2: Everyone gets to participate. Everyone contributes. Everyone listens.
Rule 3: Players describe what their characters try to do. DM’s describe the outcome of the effort.
I'm debating if Rule 2 should be split into two rules because that 3 minutes of "It's not my character's turn/ scene/ action/ interest" has turned into people wandering off, or talking over the game action.
"Teller of tales, dreamer of dreams"
Tips, Tricks, Maps: Lantern Noir Presents
**Streams hosted at at twitch.tv/LaternNoir
Welcome.
I am the sponsor and DM for the PVMS Dungeons and Dragons Club. I am responsible to signing up, managing, and training 6th graders and novices how to play D&D in the club. Older students that have prior experience are placed with experienced DMs in higher grades. This experience should let me provide workable advice.
One- These are kids, even the 15 year olds. As such immaturity is a de facto condition, however the range of mental development from 11-15 is immense. I find that putting student/players of different ages to be problematic. The older kids often lack tolerance of younger players, even if the younger player is by merits doing a better job at the table than the older kid. It is just social dynamics at play. If possible split groups into age/mental age cohorts. This should mean that you are only dealing with one type of mentality.
Two- Rules. I am a teacher; one golden rule or three simple rules or what ever nonsense someone told you is flat wrong. Have as many rules as you need to ensure the environment is safe and conducive to running an enjoyable game. My kids have around 5-6.
Let's go over your rules and see how it works in practice.
Rule 0: We are all here to have fun.
Make the expectation that when players and DMs come to the table that no matter what they are going to have fun. Seth Skorkowsky has a video about it in his Session Zero advice, and it does work. Once everyone at the table realizes that even if Rocks Fall and Everyone Dies! much fun will be had a great deal of stress evaporates. So good rule!
Rule 1: No devices at the table except as a game reference.
This is my rule too. Kids of this generation positively lack the capacity to endure boredom. Even if that period of inactivity or lack of stimulation is in increments of seconds. What I train the players to do is realize that they don't need to seek outside the game for entertainment or distraction. They can role play their PC with other players. Seriously, tell them to talk to each other and relate to each other as their PCs and not by their IRL names. I make table tents with the PCs name and if I can get it an image and set it in front of the player. Do this so even if you are doing something else, the Players will be aware that they can engage in roleplaying and don't need for you to voice a NPC.
Next, part train them that they need to be fans of the other players and their PCs. Wandering off, having side OOC conversations, daydreaming, sleeping, doodling, or heck even homework should not be done at the table. All players are here to play a game and have fun. Part of that fun is rooting for and/or commiserating with your fellow players during their actions. Not doing so not only harshess out the fun, but is rude. Be Present is how I frame the rule, and I expect every player to be present the entire time we are at the table.
Depending on how long your sessions last, plan breaks 5-8 minutes an hour or so for BIO needs, to check phones, engage in side chat etc. Do this so that the players don't feel your rules are onerous.
Rule 2: Everyone gets to participate. Everyone contributes. Everyone listens.
This one is important. It is partially the job of everyone at the table, players and DMs, to ensure everyone gets to shine in the spotlight. I know some people want to place that job squarely on the shoulders of the DM because they are the ones that create and implement the challenges the PCs face. However, good DMs steal ideas from their players all the freaking time. Additionally, players should be trying to make their friends look cool too! 'Hey, Anyta! If you move your Paladin over here next to my Rogue, the Wizard's Owl can give us both Advantage from the Help action, I'll get sneak attack and you might get a killer Smite on the Frost Giant." The round ends with high fives all around because the group dynamics were wonderful.
As a DM though make certain that wallflowers get special attention. ZERO right in on them, even if you ignore outright the outbursts and blurts of the rest of the players. Ask them, specifically, what they think and what they want to say. I use a talking piece to ensure everyone gets a voice and sometimes just pluck it from rotation and drop it in the hands of players that are quietly being talked over and ignored. One of the powers of the Speaking Piece is that NO ONE is allowed to talk unless they have it...yes, even the DM.
Rule 3: Players describe what their characters try to do. DM’s describe the outcome of the effort.
Love this! I use it too. Players describe intent. "Berington the Ranger sweeps out low with his blade at the Hobgoblin's vulnerable thighs hoping to score a dangerous wound." or "Vrinka the gnomish Evoker wants to cast Flaming Sphere 45 feet away at the feet of the ogre." I say intentions, because when players state actions as being successful, and the dice do not support that outcome the narrative is wonky because the DM has to rewind the player's stated action for the PC and describe how the intended action failed.
Thanks for the feedback. I don't know when I got the "limit of 3" in my head but after 22 years of teaching in-services they all blend together into a blur. Thing is my experience is with high school which while not MUCH older is still a little older and a little more mature (generally).
Is there anything you see really missing? I'm planning to print these out to post in the room we play in so that they can be a visible reminder. I know I'll also set a timer for a set "break" at the one hour mark. The session runs from 6-8 with my "hours" being 5:30 until 8:30 for set up and break down.
"Teller of tales, dreamer of dreams"
Tips, Tricks, Maps: Lantern Noir Presents
**Streams hosted at at twitch.tv/LaternNoir
Okay then you have my Dedicated Enemy too: Time. Most RPGs enjoy a leisurely 4 to 5 hours (one of my past groups made weekly 6-8 hour games an expectation). Because you are working against the clock, you have to work extra hard to keep everyone on track and yes even truncate certain aspects of the game. For me as the DM of my group, I learned that modules had to edited. I naturally like a lot of personally created adventures, but the players tended to like the idea that they were participating in something official. When you only have 1 and a half hours that is impossible.
So this is the action plan I follow
Set Up and Conversating - 5 minutes - During this time the player is responsible for pulling their PC sheet from the bin. Lost character sheets are a pain, so I collect and keep the PC sheets ALWAYS. I have a Legendary Account on DDB with a Master Tier subscription. All PCs are made on student accounts accessing the PVMS campaign so they can look at their PC, but I have the HARD copies. They also have to either produce their personal dice (I bought everyone a set from Amazon, I think a set of 7 complete sets in velveteen bags was like 15 bucks), or gather a set from my spares (I purchased a Pound O Dice from Chessex--Ugly As Sin dice but hey).
Play Time - I begin a count of 3 announcing I will need their attention at the end. All electronics are to be put away at the end of the count and the players should begin to pay attention to me. "When last we left our Heroes..." I either set up the current situation, rehash what occurred last week, or highlight the last few moments of a combat that had to be cut off last week. Notes help with this, in fact in my game I had to end a combat against a Giant at the end of the 1st round and will have to set that back up on Wednesday so they can hopefully finish the fight (kill or drive it off). I do RIGOROUSLY enforce the Talking Piece as I said, when it is my turn to speak I hold it.
Keep an eye on the clock, if the party starts to stagnate feel more free to nudge them than you would an adult group. If they make decisions that would only be possible if they ignored or forgot a vital clue, give the players of PCs with high INT and WIS attributes a chance to "remember" to prevent loosing too much time on meaningless endeavors.
NEVER SPLIT THE PARTY- You ain't got time for that jazz! Even flipping back and forth every 5 minutes is a waste.
Lastly, make them help clean up/pack up after the session. Put PCs back in the bin, return dice, roll up the battle mat or flip map, return minis to storage etc. Give them jobs and they can reset the area to clean in under 3 minutes. That way your host organization won't mind your presence.
Rule 2 When someone is speaking listen to them and don't speak over them
Just thought I'd chime in with Detentions And Dragons, the podcast. It's two school teachers who either have a school D&D club, or use D&D in the classroom. Each episode focuses on an aspect of D&D as it relates to young players, as well as classroom environments. They have 95 episodes, and while a lot of their content is pretty basic D&D knowledge, there's plenty of diamonds to be found, especially if you're planning on organizing play involving that age group.