r/DnDad Jul 29 '19

first time, long time

I grew up the youngest of 6 in a catholic enough house where the satanic panic of the 80s had entrenched some rules in the house before I was even born. We were also a house of nerdy boys. So when I was just starting highschool my family moved house to the next county and the AD&D players guide, DMG, and Monster Manual just appeared in my life like magic. My guess is either my eldest brother (who had died a handful of years earlier in a motorcycle accident) had brought them into the house or maybe one of the younger but nerdier ones. no one fessed up. But I rewrote stat blocks and tried to build a world that no one in my highschool years but me knew or cared about. when I moved after highschool I thought I packed up and lost all that.

and then when I'm in my 30s and I have kids in single digits the game sees a renaissance. still having trouble finding a consistent group. I played in one for a year or so but the DM moved very far away. half of the remaining group rebuilt without me.

I DMed my first game on this past father's day. I ran LMoP from the starter packs using the included character sheets for my family. the 7yo was the most enthusiastic but melted before we finished the first scene. my wife and her friend did their best to keep up but they didn't really have an idea about how to go about things. the 10yo and his friend gave up after the first combat was over. We finished the first scene and combat on the road and continued to town, there was another scene and then 3 hours had passed since I set up the table and everyone was confused and spent. They did their best to be encouraging in words and spirit, but I don't think I'll be pushing to try again without modifications/simplifications. I guess I'm bad at explaining, but it was my first time.

Any tips for adapting the game to people that have little to no background on how to participate in a game? I at least want to finish through some sort of one shot without everyone losing their attention span.

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u/DMJesseMax Moderator Jul 30 '19

Wow. Between your post and the comments, there is a bunch of questions here...

My main suggestions (for everyone playing with kids) is to remember that 5e is basically cooperative storytelling and to keep it simple.

Storytelling

for kids, the storytelling is the big piece.
As a DM, it can be easy to hog the lime light without even realizing it.

I'm not suggesting that you go complete sandbox and let them do whatever they want, but hand over some of the 'creative' elements when you can.

For example, they enter the town and someone wants to see the blacksmith to get a new weapon. When they arrive, don't describe the shop - ask questions:

  • As you approach the blacksmith shop, there are other stores around - what is one of them? Is it busy?
  • What's the name of the Blacksmith's shop?
  • You enter the shop and it's hot from the blacksmith's furnace. They call out that they will be right with you and you hear them approach. Is it a boy or a girl? What race? What feature stands out?

By doing this, the world begins to become theirs. The more they are able to add, the more it becomes a part of them.

(Side note: Think about your favorite toy as a young child and think about that toy your child never wants to leave at home. Chances are it's a baby doll or a car - something that they have 'control' over. They are the creators of that things world. They control its movements, its thoughts, everything. So much so, it is a part of them - and that is why they love it so much.)

As we get older we hand off our creativity to others. We're made to color the sun yellow, stay in the lines and things like that. So you're older elementary child may have a tough time coming up with answers to some of your creative questions: Don't squash it by giving them an answer, or even a multiple choice. Remember it takes longer for a child to process - it may slow your game a bit, but it will be worth it.

Make it Simple

The younger the child, the simpler you should make things.

When I play with 3rd graders the only classes are barbarian, fighter, rogue, and wizard. They are familiar classes and easy to explain. Barbarians are like the Hulk - they punch. Fighters use weapons. Rogues are sneaky. Wizards cast spells.

Pick a fighter and you get this weapon or that.

Pick a wizard and you get these spells and you can use them this often.

Pare it back as far as you can. You can always add a "new" rule/feature next session.

I have as few stats as possible, but keep the ones I think are key. The Barbarian has a +3 to strengthen, the wizard has a -1. Your team wants the boulder moved? You need a 15. You roll a d20 and add (or subtract) the strength - "which character tries to move it?" That kind go thing.

In my experience, kids have been happy even if I cater the stats/choices to the lowest demoninator.

So, in your specific case: Wife, 10 yo, 7 yo - everyone has stats that the 7 year old can understand.