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Roleplaying Tips Weekly E-Zine Issue #188
5 Tips For Roleplaying With Younger Children
Contents:
This Week's Tips Summarized
5 Tips For Roleplaying With Younger Children
- Choosing A Rules System
- Designing Scenarios
- Designing Children's Characters
- During The Game Session
- After The Game Session
Readers' Tips Summarized
- Mapping For The PCs
From: Chiven Dragon
- More On Character Rewards
From: Callan Sweet
- Intelligent Creatures
From: Erik Jensen
- World Building: Creation Myths For RPG Settings
From: Andrew Gould
Return to Contents
A Brief Word From Johnn
Next Issue A Little Early
I'm off to do a little camping soon, so issue #189 will hit
your Inboxes earlier than usual. Keep an eye out for it near
the end of this week.
Thanks To The GM Mastery List
I got my Dragon column off this weekend about player versus
character intelligence. Dragon doesn't post URLs or credits
usually for column articles, so I want to take a moment and
thank you here for your tips and advice on the topic!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Contents
5 Tips For Roleplaying With Younger Children
By Cris Brown
For those of us who are parents, fun time with our children
is often a luxury. Alas, roleplaying is a hobby which
requires a significant investment of time, so we can feel as
if we're faced with a Hobson's choice: abandon the hobby,
abandon the kids for several hours on a weekend, or deal
with the frustration of trying to roleplay while the kids
wander in and out seeking your attention. But there is
sometimes another alternative: include the kids in the game!
While young children haven't developed the cognitive skills
and attention span for complex RPGs, I've found that most 9
to 12-year-olds can surprise you with their abilities. After
all, roleplaying is merely a more structured version of
"let's pretend." Obviously, however, the Narrator will need
to make some adjustments as per the following tips.
- Choosing A Rules System
Choose a rules system where the players' options are
reasonably intuitive and the mechanics are consistent and
straightforward.
Intuitive options. A child should be able to look at his/her
character sheet Ð without having read the rules Ð and have a
pretty fair idea of what kinds of things that character can
do. Look for rules that list each character's special skills
and abilities explicitly rather than class-based characters.
A 19-year-old may know what a "Thief" character can do, but
a 10-year-old needs to know that Fingley Fingers can sneak
around, hide, climb, pick locks, pick pockets, and lie
convincingly.
Consistent mechanics. Younger children learn readily (and
surprisingly quickly!) by repetition, so choose a rules
system which uses the same (or very similar) mechanics for
combat, challenges, and social interactions. An adolescent
might not mind learning three different sets of mechanics to
fight an orc, climb a wall, and lie to the local
constabulary, but for a child such complexity is daunting.
It more than triples the number of times an adult will have
to explain how to do something Ð or worse, the number of
times an adult will just step in and do it for the child Ð
leading to greater frustration.
As an aside: most adult gamers I know also value intuitive
and consistent rules. It's easier to get into character when
you can focus on what you want to do, rather than the
technical minutiae of how to do it.
Return to Contents
- Designing Scenarios
Children tend to be more impulsive, guileless, and egotistic
than adolescents and adults. They also tend to think more
immediately, which is to say they're generally not as adept
at evaluating risks and consequences, delaying gratification
for long-term goals, and making or following complex plans.
On the other hand, they're often better at solving riddles
and puzzles, and can be very imaginative and find creative
alternatives that adults would overlook. And finally, keep
in mind that children have more fluid boundaries between
imagination and reality; a scenario which is fine for adults
might be horrifying or even harmful for children.
Make sure the child will have something to do. Consider what
the characters will have to do in the scenario, and how much
of that would be within a child's cognitive capacity. Avoid
scenarios which hinge on subtle, deceptive planning (e.g.:
espionage) and/or detailed out-of-game knowledge (e.g.:
criminal forensics, details of Tolkien or Lovecraft).
If you're already running such a campaign and will be
bringing a child into it, consider how you might craft an
"introductory" scenario, with the arrival of a character
from a different time and/or place, who has, knows, or is
capable of something which the party needs:
- The party is walking down a wooded lane and encounters
someone who is lost, frightened, and disoriented. They
discover a character from the Last Age (now legendary), or
The One whose coming was prophesied but who was to be born
in the Next Age. Alas, this character hasn't the faintest
clue who's who or what's what in This Age!
- As the party is waiting for their contact at Charles De
Gaulle Airport in Paris, they are approached by a man with
Mongoloid features. As it turns out, he's from Tibet (or
Appalachia), and is the first person in recent memory to
leave his village. His journey was compelled by a
dream/vision/religious/supernatural experience, but he
hasn't the foggiest idea what he's supposed to do or how he
might do it.
Keep scenes brief. Children have shorter attention spans, so
look for ways to split up long exposition scenes. Rather
than a long conversation with one source, consider
distributing the clues among several sources, each of which
will require a different approach:
- The party's usual source, a bartender in a nearby village,
is missing. Instead of sitting down for a few rounds of
drinks (their usual modus operandi), the party must console
the bartender's wife, confront an alley thief, bribe a
constable, and haggle with a fish vendor. Taken together,
these characters offer the kinds of clues the party would
usually have gleaned from a single conversation with the
bartender.
Make settings and NPCs vivid. This universal advice is
especially important for children. Paint your word pictures
with bright, bold strokes. If the PCs have to wander around
in a fog, make the fog vivid:
- As you walk along the lane, you smell the crisp, clean
mountain air that almost stings your nose, rich with the
scents of pine and loam. The sunlight glistens off pine
needles wet with the morning dew, so the trees seem to drip
with sparkling pearls.
- Tangor Aramath is a short, broad man whose eyes seem to
burn into you. His trembling hands clench a cane as he
growls: "Who dares to disturb my sleep?"
- You have felt lost before, but never like this. Buildings
seem to lean over narrow streets, making it impossible to
see landmarks. Every street looks the same, and from every
face you pass, a flickering glance reminds you that you are
an outsider.
- The darkness wraps around you like a heavy cloak, wiping
away sight, sound, scent, almost thought itself. It's not
simply that you can't see your hand in front of your face.
You can't tell if your hand is in front of your face!
Minimize violence. Children like (and need) fast-paced
action, but "action" does not mean non-stop fighting. When
you do have combat, make it an exception to the previous
guideline on vividness.
SUFFICIENT: You hit an orc and he goes down.
EXCESSIVE: Your sword slashes into the orc's chest, and
black, oily blood sprays over your arm as he slides to the
ground, bowels spilling out like sausages falling from a
torn grocery sack. He gasps "Oh god, it hurts!" and then,
with a last, wheezing gurgle, he dies.
Avoid "killer" scenarios. Children get attached to their PCs
very quickly, and can (understandably!) get very upset if
they've spent two hours getting to know a PC, only to see
that PC die, and have to spend the next six hours watching
TV while the grownups go on playing.
Make the game world DIFFERENT. This is especially important
for children who have fluid boundaries between imagination
and reality. Events which might be "child-friendly" in a
distinctly imaginary world can play entirely different in a
very "realistic" world. (Do you really want a child to go to
bed wondering if poison gas will come oozing out of the
heating vent in her bedroom?)
Q: "What if my campaign is set in the real world?"
A: It isn't. At most, your campaign world is analogous to
the real world. After all, when your PCs kill someone, the
cops don't show up to arrest the players! So, again,
emphasize the differences. The cops talk tougher (but
usually do less), the villains are smarter (if you don't
believe me, spend a day in criminal court), the PCs are more
capable, action is more fast-paced, it takes only seconds to
get a night's sleep, etc.
Return to Contents
- Designing Children's Characters
Again, consider a child's cognitive and emotional
development when you design a PC for that child to play.
Most 10-year-olds simply aren't capable of the suave and
urbane behavior of a James Bond, or the simmering emotional
conflict of an Aragorn. Rather than setting the child up to
fail, create a character which the child can roleplay well,
that is, a character who would reasonably behave in child-
like ways:
- The PC is a child. This is the obvious solution, although
whether you use it depends in large part on the
scenario/campaign you're running. Child PCs can fit well
into (some) fantasy/medieval scenarios, space operas, and
the like. Fitting them into a contemporary espionage
campaign is more difficult, unless you're willing to make it
comic (a'la SPY KIDS).
- The PC is from a different time/place. As suggested above,
this "fish out of water" approach allows the character to
act in childlike ways, simply by virtue of not knowing the
ins and outs of the new time or place. Make sure the
character has, knows, or is capable of something the party
needs. Otherwise, the other players may treat this character
as an appendage, or even fodder, which is frustrating for
everyone.
- The PC has special limitations. This is the proverbial
simple-minded warrior, the absent-minded professor, the
clueless mage, etc. For whatever reason, by whatever twist
of background, a potentially powerful adult PC has the
mindset of a child.
Return to Contents
- During The Game Session
Everything you've ever read about maintaining player
interest goes double or treble when children are playing.
Here are some specific tips:
- Be ready to help, but not TOO ready! Give children every
opportunity to make their own decisions and dice rolls (they
may surprise you!), but be willing to help them if they ask
for it. If grownups keep stepping in to "just get on with
it," the child will become frustrated and quit...
guaranteed.
- "What do you THINK you should do?" Children will often ask
"what should I do now?" either because they're confused, or
because they sense that they will upset people if they
make a mistake. But if the child is simply parroting an
adult's advice, the child isn't really playing the game.
(Also, other players may get upset that the "mentor" adult
actually has control of two characters.) So, when a child
asks "What should I do now?" reply with questions which
elicit the child's own decisions:
"What do you think you should do?"
"What skills do you have which might be useful here?"
"How would that help or hurt you (or the party)?"
"What could happen if you're wrong, and how could you be
ready for that?"
These kinds of questions not only encourage the child to
play his/her own PC, but they also help him/her to develop
problem-solving skills which will be useful in all of life.
- Laugh with children, but not at them. Children are not
miniature adults. They are children and will make children's
mistakes. Don't laugh at those mistakes. Do, however, share
in their humor (however lame it may seem).
- Protect the player, if not the PC. In some situations and
some game systems, you may not be able to protect a child's
PC. But you can always be sensitive to the child's feelings.
"You did the right thing. That orc would have surprised me,
too."
"Yes, your character got arrested. But we'll do our best to
get you out."
"Gee, that ice trap caught you. It caught me the first three
times too." (Even if it didn't.) "Let's find a way to thaw
you out."
- Use common sense regarding snacks and drinks. Children's
metabolisms are more sensitive to refined sugars than are
most adults'. Most children get hyperactive (the "sugar
high"), then tired and cranky (the "sugar crash"). It may
sound obvious, but I've seen many adults overlook it, to
their and the children's frustration.
- Take breaks. Even grownups like to get up to stretch a bit.
For children, it's essential. Ask any teacher.
- Start earlier, and stop at bedtime. Again, it sounds
obvious, but many RPGers are used to playing into the wee
hours of the morning. Childrens' biological clocks are not
as flexible as those of adolescents or adults. If evening
comes and the child is getting irritable or too easily
distracted, it's time to stop...for everyone.
- Be patient. The first gaming session might be clumsy and
awkward, but remember that "let's pretend" is a very natural
exercise for children. Most children will pick up the
structure fairly quickly, and as they gain experience and
confidence, their unique outlooks will be a welcome change
of pace at your gaming table. It's worth the wait!
Return to Contents
- After The Game Session
Many adults will try to "debrief" the child immediately
after the game session. What went wrong, what did you learn,
etc.. This is generally a bad idea with children. They're
likely to be tired, excited (or disappointed), and too close
to the experience to talk about it. So:
- Congratulate them. Make a point to note the good things
they did. Ignore their mistakes (for now).
- Let them help clean up. Perhaps "let" is the wrong verb
there. Still, they shouldn't share in the fun, then dash off
to watch TV while the adults gather up papers, dice,
figures, drink cups, snack bowls, etc. This will also make
them feel more a part of the group.
- Invite them back. Tell them when the next play session is,
and give them a teaser of what will happen.
- Debrief at the start of the next session. This is the time
to ask about what went wrong last time, what the child
learned, and the like. The lessons will be distant enough
that they shouldn't sting, and the new information will be
fresh in the child's mind during play.
* * *
Conclusion
Children can be a wonderful addition to your RPG group.
What's more, allowing children Ð and setting up the campaign
and scenario with children in mind Ð may be the difference
between keeping and losing a regular member, or attracting a
new member. With time, the children will develop into
capable, confident players whose ideas and perspectives will
often surprise and delight everyone. And you'll have brought
someone new into the hobby. Enjoy!
About The Author
Cris Brown is a published novelist; she and her partner have
40 books in print. She is also a mother of five (ages 10 to
31), and has been playing RPGs and wargames for nearly 30
years. She narrates a GURPS campaign for her entire family.
Return to Contents
Readers' Tips Of The Week:
- Mapping For The PCs
From: Chiven Dragon
For the mapping in my games, rather than giving my players a
perfect rendition of the dungeon's map or making them map it
themselves, I usually have an NPC offer to sell them a map
or something like that. Usually, these maps are missing some
information, such as being incomplete, or having the wrong
information, such as a corridor that isn't there, or not
mentioning one that is.
My players, after only 3 sessions (keeping in mind they are
completely new to the AD&D world) have managed to figure out
they shouldn't put too much faith in the maps, but for a few
hundred gold pieces it's still better than wandering into a
dungeon blindly. This means that usually a decision of "left
or right" is eliminated once they're IN the dungeon.
Return to Contents
- More On Character Rewards
From: Callan Sweet
re: http://www.roleplayingtips.com/issue187.asp#r2
I thought one extra thing needs to be considered in relation
to the tips on 'Balancing Frequency & Size of Rewards' and
it's about something outside your game: how often you play
in real life.
In our club we play once per fortnight. After waiting that
long in real life, we're hungry for reward and will savour
it. The rewards can be big and still meaningful. However, if
we were playing twice a week and getting the same amount, we
would get blase about it. So, it's important to note that
what is considered a reward is a lot more about the player,
not the character. If you've had to cancel a few sessions in
real life and it's been quite some time since the last game
session, you might want to increase the rewards in the game.
It's strange that the real world matters like this to game
design, but it's something to consider! :)
Return to Contents
- Intelligent Creatures
From: Erik Jensen
re: http://www.roleplayingtips.com/issue185.asp#r3
Sean B. has a good point about intelligent creatures that
should be used as major forces in the fantasy campaign
world, on equal terms with humanoids. I think there are two
pitfalls that one should be aware of when doing this.
Reusing gargoyles as an example, one is to let highly
organized gargoyles into the world. They have excellent
combat skills compared to the average humanoid. Numerically
equal armies of humans and gargoyles may very well see the
complete decimation of the humans. Organization is one of
the ways humanoids get ahead in spite of their individual
weaknesses.
Which brings me to my second point: intelligence is a
strange concept. Let's assume for a second that dolphins are
exactly as 'intelligent' as humans. Let's say they are just
as capable of abstract thinking. Would they be major forces
in an above-surface campaign world? Probably not. They do
not congregate in huge cities and thus lose the chance to
make a major impact (to say nothing of the lack of opposable
thumbs or above-surface locomotion).
Dragons are usually among the most intelligent of beings in
a fantasy campaign, but they do not go social (which is just
as well). Ants are not tremendously intelligent, but through
organization (or sheer mob rule) they can rule their forest
area.
What I'm trying to say is, don't put too much into a
creature's intelligence rating. It says little of the
creature, and should perhaps just be thought of as a game-
technical measure. I hope I'm more intelligent than the
average stickle-back fish, but when it comes to stickle-back
behaviour it will outdo me no matter how much I train. I'd
be eaten within five minutes.
Evolution-wise, it's a better idea to be alone and without
competition from other members of the species. Only when
dealing with conflict with other creatures does
gregariousness come into the calculation. If you can pretty
much kill off any enemy by yourself (like a dragon), there's
not much reason to have to put up with other dragons. When
you're weak and fragile (like humanoids) it's a good idea to
specialize. One guy grows the food, another mines the ore, a
third makes the metal into weapons, and the fourth goes off
to kill the dragon. Because they're all pretty good at what
they do, they manage more easily and thus outweigh the
problem with competing with the others.
Okay, that may not have been two cents' worth. Perhaps three
would be more accurate. Anyway, there it is.
Return to Contents
- World Building: Creation Myths For RPG Settings
From: Andrew Gould
OK, so you've decided to take the plunge and create your own
world. This can be extremely rewarding but also extremely
difficult. The purpose of this article is to provide some of
the common themes to creation stories across the real world
and in roleplaying games.
Where to start?
The D&D 3rd Edition DM's Guide describes the 'inside-out'
and the 'outside-in' methods of world building. Essentially,
this means you either start with the local area and expand
the detail out from there, or you start with the whole globe
and fill in the details down to the level you desire. Both
of these methods have their advantages and disadvantages.
But me, I say start at the beginning, or rather, 'In The
Beginning'. Once the creation story is written, you can use
any method you like to detail the locations and history of
your world.
Why start with creation?
The creation story provides a background - a canvas on which
to paint your setting. All world cultures have a creation
story. It seems to be an innate part of human nature to
wonder where we came from. This would understandably also be
true in a fantasy world. The main difference between a real-
world creation story and a fantasy-world creation story is
that in a fantasy world, the creation story can be
completely true. This means that each and every culture in
your world knows the story as a fact of history, rather than
the real-world situation of many different cultures and many
different stories.
If the creation was many thousands of years in the past,
then cultures will have retained records that have been
altered or interpreted in many ways in the intervening
years. This provides some diversity in the stories of
different cultures. At the other end of the spectrum, the
creation of the world can be more recent, perhaps within the
last few centuries. Every culture would then still have an
accurate record and they would disagree with each other
less.
You should start with the story of what 'actually' happened.
Then you can write interpretations of those events from the
point of view of the inhabitants of the world. Elves will
look at the events in one way, dwarves in another. The
original story of what 'actually' happened may not feature
in any of the interpretations in a recognisable form.
Rather, there will be many 'holy books' all of which have
common themes, but all of which differ from each other in
significant ways.
About the Creation Story
A creation story explains the origin of deities, the world
itself, and the world's inhabitants - usually in that order.
Monotheism appears to be unfashionable in fantasy settings,
so this discussion will focus on a world with multiple gods.
Deities:
Even in a polytheistic culture, there is usually one or two
Supreme Beings who bring all else into existence. In the
Judeo-Christian religion this is done by fiat - God speaks
and it is so. In other religions, such as Egyptian, a
'father' and a 'mother' god procreate and bring forth all of
the other gods. Each of the lesser gods then has
jurisdiction over the world while the parent gods stay
aloof. In some mythos there are several generations of
beings before the actual gods appear. These 'supreme beings'
are usually not worshipped as gods, but they are respected
as innate parts of the world.
The World:
For some reason, in most polytheistic religions, it is often
the lesser gods - the offspring of the Supreme Being(s) - who
actually do all the hard work of creating the world. This
can be by many methods. Many cultures have a 'diver' story,
where some being or other brings up the land from the bottom
of a primeval sea. In other cultures, the Supreme Being(s)
create Order from primeval Chaos. This could be a useful
idea to snag for D&D with its Lawful-Chaotic alignment axis.
The Inhabitants:
It's a lonely job, being a god. This is usually the reason
given for the gods' creation of people on the world. In a
fantasy setting, a different god can each create a race in
his/her/its own image. Most traditions include a 'fall from
grace' as the source of evil and strife in the world - in
other words, everything started pure and peaceful and evil
was discovered at some time after the creation. Again, in
D&D, this can give a concrete foundation for the Good - Evil
alignment axis. A good way to introduce this is to use an
evil deity - Morgoth in Tolkien's Silmarillion being a good
example. There was no darkness or evil until Morgoth brought
it to the world.
Cataclysm:
This handy device provides plot hooks galore for the GM to
exploit. Creation accounts often include a cataclysm of some
kind or another. Many real world stories involve a great
flood - first seen in the story of Gilgamesh and adopted in
the Bible as Noah's Flood. However, the Judeo-Christian
tradition does not have exclusive rights to the flood story,
as it appears in many different cultures from all over the
world.
Many fantasy settings (such as Greyhawk) include a magical
cataclysm of some kind, which can serve a similar purpose.
Science Fiction settings can make this a nuclear disaster,
or a product of environmental degradation. Regardless, it is
a common theme that people brought the disaster on
themselves through hubris or intent. It could even be an
evil deity trying to destroy the Creation, but failing
(perhaps due to a godly battle).
In some settings, the Cataclysm serves as a creation story
in itself, when civilisation is destroyed and the survivors
have to build it up again. This is the theme used in the
post-apocalyptic settings such as Gamma World, but can also
be included in a fantasy setting. In this kind of world
there is little information left about what the pre-
Cataclysmic times were like. This situation is full to the
brim with potential plot hooks - from artifacts to ancient
ruins to mysterious survivors.
Conclusion
A creation story can greatly enhance the setting you provide
for your players. It provides a background for the location,
the religion and the culture of your world. It can provide a
unifying theme running through your world that makes it all
the more believable to your players. You can seed your
creation story with all kinds of plot hooks - epic scale and
otherwise.
If you are creating an entire world for your players, it
makes sense for that world to have an origin, and it can be
fun and satisfying to incorporate this into your campaigns.
Return to Contents
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