Are there any campaigns out there designed to be run for 10 - 12 year olds? The Starter Set is too complicated. Once you get to the town there are just too many choices for the kids to handle. They simply lack the world knowledge to know what to do or how to put the pieces together.
I'd like to run something for them but it'd need to be fairly linear with choices being more A or B not A - Z. Something go out and save the princess, then something else happens, that leads to the next thing, etc.... very simple for them to know what to do next.
With so much content out there there must be something designed to be run for children 10 - 12. If anyone knows of anything official or player made that would work, or at least be close to what I am looking for, please let me know. I'd love to run D&D for my kids but the Starter Set to just too complicated for them and I am NOT able to design something myself. I modify, not create.
The starter set is actually not too complicated for them. I've run it with my elementary school students. The great thing about LMOP is that there are many many tips built into the book to help you out. The biggest thing to remember is that YOU as the GM can change anything you want =)
Take the information given then put it in a line for them to follow. First the goblins, then the red cloaks, then the whatever. For the most part, if you put it in front of them, they'll glom on to it.
Just trying to introduce the kids to game mechanics? I'd take a peak in the adventures Rrakkma or Hunt for the Thessylhydra (Stranger Things adventure). Both are fairly short and linear, available through DNDB, and easily modifiable to fit whatever you'd want really, but both do go off the usual beaten path in terms of setting.
The humble bundle was on sale last week and had a collection of campaigns to run that was pretty straight forward and simple. Druids Lament and Druids of the Dark Forest were ok but the layout of the PDF is kind of weird going better character descriptions of what they see vs what the DM knows. I really like Fellskeep as a short one or two-shot game, Landslide Dungeon is also well done.
Reading over your description I think you are providing them too many options and just need to narrow it down for them and kind of railroad their progression. Don't ask them where they want to go in town but instead tell them they head to the tavern. Don't wait for them to go talk to the NPC but rather have the NPC come talk to them. If they don't want to explore the world or play the game then let them go play sort their sock drawers and wait for them to get a little older. I tend to find however that choice paralysis tends to develop from the DM providing too many options.
They have an impressive amount of 5e Adventures (And Pathfinder) that are made for kids & families. Some of them are even (sneakily) educational.
I liked A Friend in Need. It is the story of a kid being kidnapped by a crystal dragon looking for a new friend to play with; it has a focus on following clues and solving simple puzzles over much combat (there is still some, of course). It also has advice for running games with younger players.
If you're looking for something more long-term, I've run Pixies on Parade and it's sequel Nightmares on Parade. This one is a little more mature as it deals with dreams/nightmares. I find kids adore this adventure at pretty much any age. It's very Alice in Wonderland whimsical with some darker elements. It also deals with a moral lesson about not being afraid of the dark and not letting your fears control you, and of course the power of friendship. If you've heard of the game series Pajama Sam, it's very similar to that.
Playground Adventure's has a ton more of these to use. I recommend checking them out.
They have an impressive amount of 5e Adventures (And Pathfinder) that are made for kids & families. Some of them are even (sneakily) educational.
I liked A Friend in Need. It is the story of a kid being kidnapped by a crystal dragon looking for a new friend to play with; it has a focus on following clues and solving simple puzzles over much combat (there is still some, of course). It also has advice for running games with younger players.
If you're looking for something more long-term, I've run Pixies on Parade and it's sequel Nightmares on Parade. This one is a little more mature as it deals with dreams/nightmares. I find kids adore this adventure at pretty much any age. It's very Alice in Wonderland whimsical with some darker elements. It also deals with a moral lesson about not being afraid of the dark and not letting your fears control you, and of course the power of friendship. If you've heard of the game series Pajama Sam, it's very similar to that.
Playground Adventure's has a ton more of these to use. I recommend checking them out.
I'm gearing myself up to run The Forge of Rogbrok for my kids. It's pretty linear, so it shouldn't confuse too badly. It even comes with pregen characters, as well as cut-outs for the monsters.
If you want something that's a little less sandbox and more prescriptive to start them out, I would suggest the Essentials Kit. It presents new players with "quest" choices, and doles them out 3 at a time, in a particular order. Each quest is relatively bite-sized, and the content is centered around the same town as what's in the Starter Kit (Phandalin). Once complete, it's a simple matter of expanding into other areas of the Forgotten Realms map, or go it on your own.
I'm gearing myself up to run The Forge of Rogbrok for my kids. It's pretty linear, so it shouldn't confuse too badly. It even comes with pregen characters, as well as cut-outs for the monsters.
I just picked this up myself at your suggestion for the kids I run for. I think it'll make a great intro adventure for one of them to try out DMing themselves!
I ran Tower of the Mad Mage from DMsGuild for a group that included a couple of younger kids and they loved it. Fairly straightforward but really fun. Highly recommended. Their reactions to the goblin’s criticism were hilarious and really set the stage for what they ended up doing. It’s a one session adventure which is perfect.
I think there are times when you need to limit player agency. Other players listening to one player turning over every leaf and rock for an hour and a half doesn't add anything to the game. We limit out players agency every time we sit down to play. The rules themselves limit the player agency. We try to give them as much freedom as possible but you need to have boundaries and reel them in every once in a while to keep things on the rails. Starting players also find it very hard to focus their actions in a campaign and sometimes need to be directed more than a veteran player might. As GM its your job to assess your players and lay out the story that is appropriate for their playstyle and ability.
I think there are times when you need to limit player agency. Other players listening to one player turning over every leaf and rock for an hour and a half doesn't add anything to the game. We limit out players agency every time we sit down to play. The rules themselves limit the player agency. We try to give them as much freedom as possible but you need to have boundaries and reel them in every once in a while to keep things on the rails. Starting players also find it very hard to focus their actions in a campaign and sometimes need to be directed more than a veteran player might. As GM its your job to assess your players and lay out the story that is appropriate for their playstyle and ability.
I have had this experience as well with newer players. They are hesitant to explore the world on their own, since they may have some preconceptions about how "dangerous" D&D is and want to keep their characters safe. Even players who have been doing it for a few years and prefer a narrative experience sometimes like more direction than less. I also have newbies who just like to sandbox, so its really up to the player!
I think there are times when you need to limit player agency. Other players listening to one player turning over every leaf and rock for an hour and a half doesn't add anything to the game. We limit out players agency every time we sit down to play. The rules themselves limit the player agency. We try to give them as much freedom as possible but you need to have boundaries and reel them in every once in a while to keep things on the rails. Starting players also find it very hard to focus their actions in a campaign and sometimes need to be directed more than a veteran player might. As GM its your job to assess your players and lay out the story that is appropriate for their playstyle and ability.
They're kids. In the first games the campaign doesn't matter. Because they're kids, they will sometimes want to do ridiculous stuff. It's ok to let them do silly things. If they're having fun looking under rocks or talking to the barkeep or testing out their animal handling skill on every bunny they see, it's fine. The GMs campaign comes second to the player's fun especially if they're kids.
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"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?"
Take a look at the Sunless Citadel. You can start them at the dungeon entrance, tell them who they are looking for and why, then just run it. It all takes place in a two level dungeon. I went to Staples and printed two maps for $80 on posters, then covered the rooms with cut out pieces of paper, removing the pieces as the travel room to room. You can buy the module on Dndbeyond from the Tales from the Yawing Portal. You don't have to buy the whole book.
It's got plenty of opportunities for low level combat and traps, plenty of memorable NPCs and a chance for some Role Playing (or at least branching decision making) and also it's pretty linear. Most of all it's a dungeon with a (small) dragon so it delivers the goods. It may be the single best Module for introducing people to the game.
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Dear Fellow DMs and Adventurers,
Are there any campaigns out there designed to be run for 10 - 12 year olds? The Starter Set is too complicated. Once you get to the town there are just too many choices for the kids to handle. They simply lack the world knowledge to know what to do or how to put the pieces together.
I'd like to run something for them but it'd need to be fairly linear with choices being more A or B not A - Z. Something go out and save the princess, then something else happens, that leads to the next thing, etc.... very simple for them to know what to do next.
With so much content out there there must be something designed to be run for children 10 - 12. If anyone knows of anything official or player made that would work, or at least be close to what I am looking for, please let me know. I'd love to run D&D for my kids but the Starter Set to just too complicated for them and I am NOT able to design something myself. I modify, not create.
Thanks a dragon!
The starter set is actually not too complicated for them. I've run it with my elementary school students. The great thing about LMOP is that there are many many tips built into the book to help you out. The biggest thing to remember is that YOU as the GM can change anything you want =)
Take the information given then put it in a line for them to follow. First the goblins, then the red cloaks, then the whatever. For the most part, if you put it in front of them, they'll glom on to it.
"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
Just trying to introduce the kids to game mechanics? I'd take a peak in the adventures Rrakkma or Hunt for the Thessylhydra (Stranger Things adventure). Both are fairly short and linear, available through DNDB, and easily modifiable to fit whatever you'd want really, but both do go off the usual beaten path in terms of setting.
Boldly go
The humble bundle was on sale last week and had a collection of campaigns to run that was pretty straight forward and simple. Druids Lament and Druids of the Dark Forest were ok but the layout of the PDF is kind of weird going better character descriptions of what they see vs what the DM knows. I really like Fellskeep as a short one or two-shot game, Landslide Dungeon is also well done.
Reading over your description I think you are providing them too many options and just need to narrow it down for them and kind of railroad their progression. Don't ask them where they want to go in town but instead tell them they head to the tavern. Don't wait for them to go talk to the NPC but rather have the NPC come talk to them. If they don't want to explore the world or play the game then let them go play sort their sock drawers and wait for them to get a little older. I tend to find however that choice paralysis tends to develop from the DM providing too many options.
How about Playground Adventures?
They have an impressive amount of 5e Adventures (And Pathfinder) that are made for kids & families. Some of them are even (sneakily) educational.
I liked A Friend in Need. It is the story of a kid being kidnapped by a crystal dragon looking for a new friend to play with; it has a focus on following clues and solving simple puzzles over much combat (there is still some, of course). It also has advice for running games with younger players.
If you're looking for something more long-term, I've run Pixies on Parade and it's sequel Nightmares on Parade. This one is a little more mature as it deals with dreams/nightmares. I find kids adore this adventure at pretty much any age. It's very Alice in Wonderland whimsical with some darker elements. It also deals with a moral lesson about not being afraid of the dark and not letting your fears control you, and of course the power of friendship. If you've heard of the game series Pajama Sam, it's very similar to that.
Playground Adventure's has a ton more of these to use. I recommend checking them out.
Thanks so much DragonBride!!
Thanks everyone else as well.
I'm gearing myself up to run The Forge of Rogbrok for my kids. It's pretty linear, so it shouldn't confuse too badly. It even comes with pregen characters, as well as cut-outs for the monsters.
If you want something that's a little less sandbox and more prescriptive to start them out, I would suggest the Essentials Kit. It presents new players with "quest" choices, and doles them out 3 at a time, in a particular order. Each quest is relatively bite-sized, and the content is centered around the same town as what's in the Starter Kit (Phandalin). Once complete, it's a simple matter of expanding into other areas of the Forgotten Realms map, or go it on your own.
I just picked this up myself at your suggestion for the kids I run for. I think it'll make a great intro adventure for one of them to try out DMing themselves!
Thanks for all the suggestions. I am hoping to get my nephew, 9 y/o, into D&D.
I ran Tower of the Mad Mage from DMsGuild for a group that included a couple of younger kids and they loved it. Fairly straightforward but really fun. Highly recommended. Their reactions to the goblin’s criticism were hilarious and really set the stage for what they ended up doing. It’s a one session adventure which is perfect.
Always remember to do your best not to take away their player agency. There are times when it's going to be hard =)
"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 there are times when you need to limit player agency. Other players listening to one player turning over every leaf and rock for an hour and a half doesn't add anything to the game. We limit out players agency every time we sit down to play. The rules themselves limit the player agency. We try to give them as much freedom as possible but you need to have boundaries and reel them in every once in a while to keep things on the rails. Starting players also find it very hard to focus their actions in a campaign and sometimes need to be directed more than a veteran player might. As GM its your job to assess your players and lay out the story that is appropriate for their playstyle and ability.
I have had this experience as well with newer players. They are hesitant to explore the world on their own, since they may have some preconceptions about how "dangerous" D&D is and want to keep their characters safe. Even players who have been doing it for a few years and prefer a narrative experience sometimes like more direction than less. I also have newbies who just like to sandbox, so its really up to the player!
They're kids. In the first games the campaign doesn't matter. Because they're kids, they will sometimes want to do ridiculous stuff. It's ok to let them do silly things. If they're having fun looking under rocks or talking to the barkeep or testing out their animal handling skill on every bunny they see, it's fine. The GMs campaign comes second to the player's fun especially if they're kids.
"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
Give em credit. I ran with my 12 and 8. Easy
Take a look at the Sunless Citadel. You can start them at the dungeon entrance, tell them who they are looking for and why, then just run it. It all takes place in a two level dungeon. I went to Staples and printed two maps for $80 on posters, then covered the rooms with cut out pieces of paper, removing the pieces as the travel room to room. You can buy the module on Dndbeyond from the Tales from the Yawing Portal. You don't have to buy the whole book.
It's got plenty of opportunities for low level combat and traps, plenty of memorable NPCs and a chance for some Role Playing (or at least branching decision making) and also it's pretty linear. Most of all it's a dungeon with a (small) dragon so it delivers the goods. It may be the single best Module for introducing people to the game.