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Post Posted: Sun Oct 10, 2010 11:08 pm 
 

Keith--

I'd start them with whatever you are most comfortable running:  D&D's pretty easy to simply as folks have mentioned, and Ed Greenwood even wrote an article in Dragon #49 entitled "Players Don't Need To Know All the Rules" (which is quite true:  it's worth a read!).  

If you're looking for a good starter module that's still semi-forgiving, I'd start with B1 or L1, or T1 (if you tone down the giant frogs in the moat, as well as the final encounter with Lareth).  Or, perhaps N5 (moreso if they're likely to do more role-playing and want to be grounded in a setting/home area) or U1 (ditto).

I've started running Ethan (6) and Henry (2 1/2---he just rolls the dice :D ) in my own version of Castle Greyhawk, and they've been loving it (although we haven't played in the past month due to scheduling conflicts); see recaps @ http://knights-n-knaves.com/phpbb3/view ... =40&t=7247

(And for the record, Ethan played Dungeon quite a bit before he started in on D&D).


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Post Posted: Mon Oct 11, 2010 8:05 am 
 

Gnat the Beggar wrote:

1) A Dungeon Board game would be a very inexpensive way to find if the kids would even consider playing this genre of games.
You can get a complete copy for around $20-$30 including shipping.
.




Gnat, is it this

http://cgi.ebay.co.uk/ws/eBayISAPI.dll? ... K:MEWAX:IT



or this

http://cgi.ebay.co.uk/Dungeons-and-Drag ... 19c01626ab



that you refer to?



Or the more typical HeroQuest game? Interested in this sort of thing for my eldest in the next year or two I suspect, as he is getting interested in such stories etc.



Cheers

Dave


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Post Posted: Mon Oct 11, 2010 9:27 am 
 

If yoiu can get your hands on any of the Black Box sets, that would be a great starter. Or alternatively, any of the Challenger series modules.

They all come with large color maps for miniature play and all the cardboard cutout miniatues needed to play that module.

I think this would give your novice players a much better feel for the game because they can actually visualize what is going on. Also, those particular modules are perfect for new players. They are relatively easy, but still have good back stories and solid atmosphere.


And I could've bought these damn modules off the 1$ rack!!!

New modules for your Old School game http://pacesettergames.com/

Everything Pacesetter at http://pacesettergames.blog.com/

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Post Posted: Mon Oct 11, 2010 10:03 am 
 

grodog wrote:Keith--
I'd start them with whatever you are most comfortable running:  D&D's pretty easy to simply as folks have mentioned, and Ed Greenwood even wrote an article in Dragon #49 entitled "Players Don't Need To Know All the Rules" (which is quite true:  it's worth a read!).


You know, that makes a lot of sense.  
No point stressing myself out to do something for them.
If they get hooked on RPGs, then we can look into something more sophisticated, rules wise.

I already own the 1E as well as C&C, so that part's not a problem.
I'll just need a couple of extra Players Handbooks, but those are cheap.


With regard to modules, I just bought Saltmarsh from eBay.
(It'll be fun to own; hopefully fun to play.)
And I already own T1, B1 and B2.
So maybe we can cobble together something from those.

I've also been re-thinking the whole "dungeon crawl" thing.
It's important to find out what they would enjoy.
Having this variety of 1-3-level modules, with villages, haunted houses, a dungeon and some wilderness is the way to go.

This is coming along nicely.
I've talked to their mom (who is a very dear friend of mine) and she thinks this is a fantastic idea.
She's my age (45) so she remembers the D&D craze quite well.
And although she never played, she never had anything against the game.

I hope this comes together well.  The timing is perfect, with all the holidays approaching.  And it'll give me a chance to turn my personal hobby into something "more".

Keith


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Post Posted: Mon Oct 11, 2010 10:08 am 
 

personally though bill, with even everything at your fingertips to give to new players, its still always what the DM does with them, that puts the ideas there for the players to imagine and "see" what they are meant to see.

i had a young lad once, who played a fighter. he couldnt get his head around the rest, so i gave him something simple (conan). playing along, everyone else was getting well into it, and he sat there quiet. i asked him what was up and the same "i still dont get it". so... what i did was direct more stuff around him so that it gave the rest of the group more time to talk about what was going on. he was listening to me more intently then as he was on the spot and then he was taking in what the rest were saying and what they were doing and finally, during the 2nd session (yes amazingly he came back) he got in and voila...a new player was born.

i had to go outside all of the material i had to hand and kind of coach him one-to-one, which was quite hard because i didnt want to lose the rest either, who were buzzing along at a fearsome pace.

thats why i suggested a kinda B1, B2 or U1, as they require minimal effort to run and you can use your own imagination to fire the players around in whatever situations you want.

in a different way, thats kinda how it was the first time i DMd at GenCon with mike and the guys. here was a group of VERY experienced players, who i felt would outstrip my DMing abilities, as mike is one awesome DM - i've seen some stuff he's developed and uses and man i couldnt even come close in a million years. so what i did, was plan to the extreme minimum, and DM everything on the fly, so i could react to whatever each of them did.

mike is nervous and tends to not go near dark recesses as this is always the DMs fallback "want something to happen" moment, martin is a little quieter and tends to take the laid-back "let it all unfold" approach, while John Lile is the more of a "f*ck this lets go and stab him in the eye" type and always a joy to DM. so i had to use a different approach for each of them, so i could let things unfold as a group properly, because i didnt want them to be bored. thats how the famous encounter came about funnily enough - it just happened. i thought about it about 20 seconds before it happened and i expanded out the combat so that every movement counted, rather than a round by round thing. this then gave everything plenty to do by what was happening and then i was able to put a kind of comedy turn on things so that it kept all involved and created a real hoot for everyone.

in a way thats a perfect example of how i DM a totally new player. doesnt really matter what materials you have to hand, its how you apply it as a DM is what people see and believe (well thats what i think anyway).

thats why i originally suggested a little made-up on the fly dungeon, with just a group of rolled to go monsters and just fill in the gaps as you go along - kind of like that cardmaster game i guess (which is actually great fun for new players too and very easy to play).

i think this is actually a really good subject to discuss.

the dungeon game is always a classic one to go at - you can even DM that in a way that its more than a board game. sass loves that and we have lots of fun - she beats me every time (that gets kind of annoying as i am even trying to win!)

best

Al


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Post Posted: Mon Oct 11, 2010 3:16 pm 
 

killjoy32 wrote:personally though bill, with even everything at your fingertips to give to new players, its still always what the DM does with them, that puts the ideas there for the players to imagine and "see" what they are meant to see.

i had a young lad once, who played a fighter. he couldnt get his head around the rest, so i gave him something simple (conan). playing along, everyone else was getting well into it, and he sat there quiet. i asked him what was up and the same "i still dont get it". so... what i did was direct more stuff around him so that it gave the rest of the group more time to talk about what was going on. he was listening to me more intently then as he was on the spot and then he was taking in what the rest were saying and what they were doing and finally, during the 2nd session (yes amazingly he came back) he got in and voila...a new player was born.

i had to go outside all of the material i had to hand and kind of coach him one-to-one, which was quite hard because i didnt want to lose the rest either, who were buzzing along at a fearsome pace.



This is a little bit of what I'm worried about.
The kids are quadruplets, but their personalities are quite distinct from each other.

So even if three of them catch on I don't want the fourth to feel left out.
That's especially worrisome given their age.
Luckily, there are several of us families helping out:
My brother-in-law will be taking them to their basketball games, another couple is helping with homework, and so on.

Anyway ... thanks to all of you for your advice ...
And keep the suggestions coming!

Thanks for your encouragement.

Regards,
Keith


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Post Posted: Mon Oct 11, 2010 5:39 pm 
 

as i said keith, keep things real simple and allow each of them to take the lead at different times, dependant on the class they play, then they will all have something to discuss/brag about afterwards.

and of course, each thing that happens, spend time on it so its more involved for them - its more fun like that and will give them more of a feeling they are achieving a lot more than they actually are, but they dont need to know that :)

doing it on the fly easily allows that, as you can just make stuff up to fit things depending on what they do.

years later, jessica STILL brags about the shot she made to kill the orc leader, who was just about to kill the prisoner they were trying to rescue...that shot (which went into great detail), saved the day. thats how you get em to come back again and again :) as they get better, get a little bolder with what you give them to deal with rules-wise etc. you sound like you know exactly what youre doing so dont think you will have a problem at all.

you will all have a blast mate :)

Al


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Post Posted: Mon Oct 18, 2010 2:23 pm 
 

Which way did you go in the end KtT?
:)


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Post Posted: Mon Oct 18, 2010 8:07 pm 
 

ashmire13 wrote:Which way did you go in the end KtT?
:)


I decided to go with 1E and Saltmarsh.
The more I considered it, the more it seemed logical to go with the game rules I know best.  
The kids have rolled up characters and bought supplies.
They loved that part.
I was going to run a sample dungeon room but we got interrupted.
The girls seem as interested as the boys, which is good news too.

And special thanks to pipswich for a great transaction on material I needed

This is going to be fun!

Keith


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Post Posted: Mon Oct 18, 2010 8:53 pm 
 

ashmire13 wrote:

Gnat, is it this

** expired/removed eBay auction **


or this

** expired/removed eBay auction **


that you refer to?

Or the more typical HeroQuest game? Interested in this sort of thing for my eldest in the next year or two I suspect, as he is getting interested in such stories etc.

Cheers
Dave




None of the above:



This is one of the earliest printings (Aussie printing):


** expired/removed eBay auction **




More recent version:

This copy is VERY incomplete: missing a lot of the Monster and Treasure Cards and some Pawns as well.

But at least this gives you a good idea of what to look for.


** expired/removed eBay auction **




I also saw other listings for the same game (the later version) for prices (BINs) of: $95.01, $135, and $150.

I wont even provide links to them though as ALL OF THEM ARE SIMPLY REDICULOUS.  :roll:



As I stated earlier, these Dungeon Board Game Sets can be found and bought for around $20 - $25 with a little patience.

Just make sure the set you get is at least almost complete if not totally complete.

(I would not buy the later version set I listed above, except as a parts set to add to another mostly complete set)

If all that is missing are a couple of spell cards, monster/treasure cards, Dice, or pawns then that is no biggie; the kids wont know the difference.



I actually bought two almost complete sets myself (Different printings) and pieced them together to have more Monster and Treaure cards....

The cards look different on both sides, but none of us cares as I only bought the sets to play, not as collectables.

We simply play the game...



BTW: The later versions of this box games are VERY long and will cost more to ship than most things you are used to getting through the post, so if you see a shipping cost of $12 inside the USA do not be shocked or think the seller is gouging you on S/H....

The older versions are smaller and may cost less to ship, but they tend to cost more to purchase... as they are harder to find; especially in good condition and complete.


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Post Posted: Tue Oct 19, 2010 1:31 am 
 

You cannot go wrong with the Holmes Basic Set rules.

Toss in the dungeon concept from that module and you have an excellent starter.

Miniatures might help young minds grasp the spacial concepts inherent in imagining a dungeon environment.


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Post Posted: Tue Oct 19, 2010 8:20 am 
 

Cheers Gnat, I'll keep an eye out for that then.  8)


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Post Posted: Fri Nov 12, 2010 11:05 am 
 

Everyone has been so supportive on here, I wanted to give an update on the kids I've been teaching D&D to ....

It's a good news/bad news situation.

The (very) bad news is that one of the boys broke his leg in three places, has had undergo painful rehab and, most recently, has had to battle an awful staph infection that hospitalized him.

The good news is that he is back home and recovering.
Our D&D time has been limited, as you might well imagine, but I have been giving him and his siblings small dungeon "puzzle-like" challenges using a closed Facebook group.  

As the weather gets colder, and as Sanders gets more mobile, we'll begin  gaming in earnest.  
Right now, it's difficult for all five of us to gather around his bed (which has all kinds of physical therapy gear hanging off it) in order to play.

But the idea of an RPG seems to have really piqued their interest.

Again, thanks to everyone here on Acaeum with your kind words and help.

Keith


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Post Posted: Fri Nov 12, 2010 3:08 pm 
 

Cool!  What better way for those kids to do something that involves this guy and gives him something positive to do while recovering.  Plus, his buddies now feel like they are supporting him and joining in an activity where he can participate just as much as everyone else.  Besides, it is getting cold outside.  Not only that, they can't easily just abandon the game in mid-stride.  And my own experience was, the more I learned about and played the game, the more I wanted to know.  Good job!   :)


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Post Posted: Sat Nov 13, 2010 9:46 am 
 

3 of the best boardgames that are very interactive and that i was able to get my kids to play and enjoy were:

Talisman -
All around the best play for you money. Only gets better with the expansions plus you can play along with them. Sometimes hard to find (go with the latest 4th Edition)

Dungeon Quest -
No longer in print and hard to find but the tile system makes it a different setting with ever game. If, and i mean if, you can get the Heroes expansion and the Catacombs expansion they bring more depth to the game.

Hero Quest -
Closest to a non-tsr dnd type boardgame. You actually have characters that advance in level and a Quest book to start of. Has a guide for you to create your own scenario quests as well. (Kids liked to make their own!) Lots of miniatures as well. LOTS OF FUN


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Post Posted: Sun Nov 14, 2010 5:28 pm 
 

Kosh Vorlontay wrote:3 of the best boardgames that are very interactive and that i was able to get my kids to play and enjoy were:

Talisman -
All around the best play for you money. Only gets better with the expansions plus you can play along with them. Sometimes hard to find (go with the latest 4th Edition)


Is it this?
http://www.amazon.com/Talisman-4th-Edition/dp/B000WJIBYQ

Hero Quest -
Closest to a non-tsr dnd type boardgame. You actually have characters that advance in level and a Quest book to start of. Has a guide for you to create your own scenario quests as well. (Kids liked to make their own!) Lots of miniatures as well. LOTS OF FUN


Sounds like a lot of fun, especially the part about creating your own scenarios.
But the prices seem rather high.  Is it OOP?

THanks,
Keith


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Post Posted: Sun Nov 14, 2010 6:01 pm 
 

4th ed Talisman had a limited print run but can still be found in gaming stores.

Yes, Heroes Quest is OOP but can still be found at relatively good prices at some auction places.


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Post Posted: Sun Nov 21, 2010 4:46 pm 
 

The kids are starting to make the connection between D&D and LOTR.

They *love* the LOTR movies and so are starting to connect the dots.

It's looking like this might be better than I hoped.  

So, my sample dungeon room have now become part of the "Mines of Moria".

Another good thing is that the girls are as interested in all this as the boys.

That helps their mother because we can gather around the bed where the boy with the broken leg is recuperating and it gives Julie (their mom) the house to herself.  And Julie needs that time badly.   Parkinson's is a terrible affliction.

Keith


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