Alright so I've finally decided that my kids are old enough to play D&D (without frustrating me too much). As I do with everything, I want them to learn to do it the way I think is "right". By "right", I mean creating a story, not a kick the door in and kill everything that moves game. There's nothing wrong with those types of campaigns, but it's not why I play D&D. If I want to kill things, I would just play a video game, it's a lot more satisfying.
To facilitate the story line for the campaign, I worked with the kids on "what" they wanted to play, and then developed the backstories for them. As a matter of fact, I developed the backstories for everyone playing in the campaign, including my wife, my brother-in-law, a buddy of mine and his daughter.
Any advice on what to do for a couple of kids new to D&D?
I think with kids, it's important to set forth the idea that D&D, at least in this game, is about good versus evil. The characters are the good guys, the monsters are the bad guys. Keeping it that simple tends to keep the kids on track (I've DMed for about five too many twelve-year-old "Chaotic Neutral" murderhobos) while helping them feel good about the story. Sticking to 100% evil enemies (like undead and, if you play them as such, goblins) instead of more human ones is good for more empathetic kids. If it seems too simple, it's probably just right.
Yeah, I had to curb them from killing everyone in the tavern as soon as the game started. Although their backgrounds have depth, I'm not expecting the game to be too complicated.
Personally, I like throwing cool stuff at lowbies early. They certainly don't try to fight the death knight or the dragon, but they see the death knight or dragon and maybe talk to them.
I think I'm probably pretty close to where you are, philosophically. When you're competing with video games where a fight doesn't take 20 minutes of math homework to run, your biggest punch is an immersive story where they feel like full important participants right away.
Frankly, though, Level 1 adventures where you fistfight the miller's son and kill a giant frog always struck me as a great way to get people to quit. Bounty boards bore me to tears.
So, as a practical example, I've had lowbies sign up as cabin boys on a dragon hunting battleship. "The greatest knights and wizards of the realm are here, and they'll do all the fighting," they're told. Of course, even the players know it's not going to happen that way, but the boring fight with a sahuagin is more fun when the dragon is dive-bombing the ship in the background. Fighting skeletons in an alleyway is more fun when the death knight is on the street searching door to door for them and they don't know why. There's almost always a reason why a lower level monster is hanging around a high level monster, so put the cool things into the story as soon as possible, and still keep the actual fights manageable.
Personally, I like throwing cool stuff at lowbies early. They certainly don't try to fight the death knight or the dragon, but they see the death knight or dragon and maybe talk to them.
I think I'm probably pretty close to where you are, philosophically. When you're competing with video games where a fight doesn't take 20 minutes of math homework to run, your biggest punch is an immersive story where they feel like full important participants right away.
Frankly, though, Level 1 adventures where you fistfight the miller's son and kill a giant frog always struck me as a great way to get people to quit. Bounty boards bore me to tears.
So, as a practical example, I've had lowbies sign up as cabin boys on a dragon hunting battleship. "The greatest knights and wizards of the realm are here, and they'll do all the fighting," they're told. Of course, even the players know it's not going to happen that way, but the boring fight with a sahuagin is more fun when the dragon is dive-bombing the ship in the background. Fighting skeletons in an alleyway is more fun when the death knight is on the street searching door to door for them and they don't know why. There's almost always a reason why a lower level monster is hanging around a high level monster, so put the cool things into the story as soon as possible, and still keep the actual fights manageable.
I see your point, but I've actually had the opposite experience. I think it's better not to give players anything too big for them to deal with—it helps them feel like the heroes, which for me is what D&D is all about. "Cool stuff" like dragon fights in the background end up making the PCs' story feel less cool sometimes because they're not "cool enough" to get in on the action. Just providing a counterpoint.
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Wizard (Gandalf) of the Tolkien Club
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Alright so I've finally decided that my kids are old enough to play D&D (without frustrating me too much). As I do with everything, I want them to learn to do it the way I think is "right". By "right", I mean creating a story, not a kick the door in and kill everything that moves game. There's nothing wrong with those types of campaigns, but it's not why I play D&D. If I want to kill things, I would just play a video game, it's a lot more satisfying.
To facilitate the story line for the campaign, I worked with the kids on "what" they wanted to play, and then developed the backstories for them. As a matter of fact, I developed the backstories for everyone playing in the campaign, including my wife, my brother-in-law, a buddy of mine and his daughter.
Any advice on what to do for a couple of kids new to D&D?
Ages of all minors involved? 5, 11, and 14 year olds for instance do not have the same play styles, depth or needs.
The kids are 10 & 11. I refused to let them play earlier than that, then again I started around age 10.
Start in a tavern.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I think with kids, it's important to set forth the idea that D&D, at least in this game, is about good versus evil. The characters are the good guys, the monsters are the bad guys. Keeping it that simple tends to keep the kids on track (I've DMed for about five too many twelve-year-old "Chaotic Neutral" murderhobos) while helping them feel good about the story. Sticking to 100% evil enemies (like undead and, if you play them as such, goblins) instead of more human ones is good for more empathetic kids. If it seems too simple, it's probably just right.
Wizard (Gandalf) of the Tolkien Club
Yeah, I started in a tavern. :) I mean, "where else would you start?"
Yeah, I had to curb them from killing everyone in the tavern as soon as the game started. Although their backgrounds have depth, I'm not expecting the game to be too complicated.
Personally, I like throwing cool stuff at lowbies early. They certainly don't try to fight the death knight or the dragon, but they see the death knight or dragon and maybe talk to them.
I think I'm probably pretty close to where you are, philosophically. When you're competing with video games where a fight doesn't take 20 minutes of math homework to run, your biggest punch is an immersive story where they feel like full important participants right away.
Frankly, though, Level 1 adventures where you fistfight the miller's son and kill a giant frog always struck me as a great way to get people to quit. Bounty boards bore me to tears.
So, as a practical example, I've had lowbies sign up as cabin boys on a dragon hunting battleship. "The greatest knights and wizards of the realm are here, and they'll do all the fighting," they're told. Of course, even the players know it's not going to happen that way, but the boring fight with a sahuagin is more fun when the dragon is dive-bombing the ship in the background. Fighting skeletons in an alleyway is more fun when the death knight is on the street searching door to door for them and they don't know why. There's almost always a reason why a lower level monster is hanging around a high level monster, so put the cool things into the story as soon as possible, and still keep the actual fights manageable.
I see your point, but I've actually had the opposite experience. I think it's better not to give players anything too big for them to deal with—it helps them feel like the heroes, which for me is what D&D is all about. "Cool stuff" like dragon fights in the background end up making the PCs' story feel less cool sometimes because they're not "cool enough" to get in on the action. Just providing a counterpoint.
Wizard (Gandalf) of the Tolkien Club