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Post Posted: Sat Oct 09, 2010 11:20 am 
 

WWAD = What Would the Acaeum Do?

Hey Folks,

I am mentoring four 13-year-old siblings (quadruplets, two boys, two girls) who need some old-fashioned fun!  
I've known the family forever.  
Unfortunately, the mom and dad are now divorced, the dad is estranged, *and* the mother has Parkinson's Disease.  
Very sad situation.

The kids are great, though.  
They are highly intelligent, articulate, play sports as time permits, but they are also incredibly stressed out.

So :idea:
Keith thinks: D&D!!

They've played a lot of video games, so the concept of role-playing is not new to them.

Just knowing them (and from playing poker and Monopoly with them) I know they love these "rainy day" type games.

So, I need advice on which game system to teach them.
Heres what I've come up with ...

1) D&D 4E Essentials
New, on the market, lots of material available, but they may not like the "wargame" aspect of combat.

2) Pathfinder
Similar to option 1, but has a much better product line.

3) Castles & Crusades
I love this game, but you pretty much have to buy everything on-line.

4) OD&D or 1E
This would be my choice, obviously, but this isn't about me.  Still, it's time-tested and the best of the best.

How does all this tie-in to collecting?
Well ... I could spin it, politics-style, and say it'll help keep me in the loop as a collector ...
or I could be honest (dammit) and just say that I need advice.

So, WWAD?  What Would the Acaeum Do?

Thanks!
Keith    8)

P.S. -- I'm open to any other options as well, not just the four listed above.


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Last edited by Keith the Thief on Sat Oct 09, 2010 2:51 pm, edited 1 time in total.
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Post Posted: Sat Oct 09, 2010 11:25 am 
 

Tough job on your hand Keith..

I'd go with 1st Ed personally, as I know that inside out. If they like it initially (I never considered it to be too hard to pick up), you could move to Osric or Pathfinder maybe.

As I understand it, PF is widely regarded as a good system, superior to WotC 3.x, so if they are keen, that's the route I'd go. If it C&C, its always worth the .pdf option if you have access to printing etc where necessary. PDFs save carrying round loads of books/mods if you can get away with it, but even with the new age of Kindle etc, I still think you can't beat holding a book in your hand.

I'd not go for Wargaming of 4th Ed, as you can get that in Risk or something, and stick with RPG as something different to boardgaming.

Nice touch on playing poker, btw...  8)


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Post Posted: Sat Oct 09, 2010 12:36 pm 
 

I'd suggest maybe the Dungeon Board game or perhaps any one of the old TSR D&D games with the paper minis to get them started with the concept of paper and pencil RPG.  Have them read various players handbooks to see what they like - either all the options Pathfinder provides or the less rules orientated OD&D/1st Ed, etc

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Post Posted: Sat Oct 09, 2010 12:53 pm 
 

Agree with the two posts above.
I would start out with Plaag's idea though.

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.
This was the way I got my grandkids started with Fantasy Role-Playing.
And we still play the game on occasion.
My FIVE grandkids range in age from 2 years to 14 years and all but the two youngest (Ages 2 and 3) have played Dungeon.

2) I really like the Castles and Crusades game too.
Very low key rules set that is very easy to use and very easy to learn and you can get started very quickly.
If you send them a letter or an E-Mail explaining your situation they may send you a starter package back.
Another thing is you can do with C&C is to join the Castles and Crusades Society (it is an on-line deal) with you as a Baron, or somesuch title (you being the Castle Keeper) with the four kids joining as Nights/Dames (as your players).
At 13 years of age, they may find that an interesting tweak to the whole situation.

3) 1st Edition... Cheap and Easy to get, easy to DM, and easy to play.

I would not start with 4th Edition and would be very reluctant to start with 3.x Edition as well.
Too much too fast.


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Post Posted: Sat Oct 09, 2010 3:14 pm 
 

Dungeon sounds like a really good first option.

However, I've never played the game myself.
What is it about?  Obviously it's geared to an older age group than what I'd thought (would've guessed it was for 6 or 7-year-olds).


C&C or 1E would make it easy to DM, that's for sure.
And that might be a deciding factor because I don't know if I could learn the  Pathfinder rules quickly enough for them to enjoy the game.

Please keep the good ideas coming!
This is already helping a lot.

Thanks
Keith


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Post Posted: Sat Oct 09, 2010 5:07 pm 
 

Castles & Crusades, because for an in-print game it allows the most flexibility on your part as well as theirs. Plus...fewer mechanics to get in the way of the game.

You can start off with the quick-start rules, and unless the Trolls ditched it, there should be a monster booklet with some basic monsters. Then, download an adventure (Rising Knight is a good choice) and go at it.

Then...buy the rulebooks if they're happy with the game.

[EDIT: Would be nice if I explained who "they" is. At least my revelation of who "they" is isn't anti-climatic like TNA Wrestling.]




Last edited by Traveller on Sat Oct 09, 2010 11:48 pm, edited 1 time in total.
  

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Post Posted: Sat Oct 09, 2010 6:36 pm 
 

well aside from the points mentioned, i don't see why you can't run a game, keep the stats simple (ie give them one weapon and a base to hit table for it) and simplify things - check out how tim and frank run their games for instance.

and run a dungeon on the fly. just have a batch of monsters rolled ready and make rooms up as you go along and throw the monsters in as they fit the situations - keep everything rules light and just let them dictate the direction of the game and what they want to do and just have fun with the scenario.

thats how i run a game here for the family who havent got a clue about the game and it works every time.

keeping the game simple, interesting and fun is the trick :)

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Post Posted: Sat Oct 09, 2010 8:46 pm 
 

As far as the quickstart rules for C&C are concerned, you should check with any game/hobby stores in your area that participated in Free RPG day either of the last 2 years to see if they have any left over.  If all goes well you can usualy pick up a copy or two of the PHB on ebay for $5-10 each.


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Post Posted: Sat Oct 09, 2010 9:28 pm 
 

killjoy32 wrote:well aside from the points mentioned, i don't see why you can't run a game, keep the stats simple (ie give them one weapon and a base to hit table for it) and simplify things - check out how tim and frank run their games for instance.

and run a dungeon on the fly. just have a batch of monsters rolled ready and make rooms up as you go along and throw the monsters in as they fit the situations - keep everything rules light and just let them dictate the direction of the game and what they want to do and just have fun with the scenario.

thats how i run a game here for the family who havent got a clue about the game and it works every time.

keeping the game simple, interesting and fun is the trick :)

Al


Al
These are great points.
The kids are basically going to be brand new to RPGs.
They won't know the difference.
Basically, I need it simple and fun.  

Gnat, Traveller, Ashmire, Plaag
Your advice about C&C is very helpful.
I think I've just realized that I'm over-thinking this.

Keith


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Post Posted: Sun Oct 10, 2010 2:43 am 
 

Best advice I can add is to just grab the dice and start rolling.  Once you hook in their imagination you'll probably find they will learn quickly and find it really enjoyable.

I started my son and his friends on the Keep on the Borderlands when they were all 13/14 and it was fun because they could explore part of the caves, get beat up, go recover and come back and explore a new cave.  I still chuckle over the bugbear cave where they read the signs saying "Safety, security and repose for all humanoids who enter...."  Needless to say the boys aren't as gullible anymore.  :D

We also have a whiteboard that covers the dining table so I can draw out large areas so its easier to follow and photocopy the drawings of the monsters to show them so they can visualize fights better.

  

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Post Posted: Sun Oct 10, 2010 5:07 am 
 

whatever you choose to do, please let us know what you end up doing with them...would be very interested to hear.

change in plans...i've decided to run I6 for them on halloween, rules-light stylee :)

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Post Posted: Sun Oct 10, 2010 10:36 am 
 

red wizard wrote:I started my son and his friends on the Keep on the Borderlands when they were all 13/14 and it was fun because they could explore part of the caves, get beat up, go recover and come back and explore a new cave.  I still chuckle over the bugbear cave where they read the signs saying "Safety, security and repose for all humanoids who enter...."  Needless to say the boys aren't as gullible anymore.  :D

We also have a whiteboard that covers the dining table so I can draw out large areas so its easier to follow and photocopy the drawings of the monsters to show them so they can visualize fights better.


Keep on the Borderlands would be an excellent starting point.
And the white board is a really good idea, too. I would've never thought of that.  Thanks!


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Post Posted: Sun Oct 10, 2010 10:38 am 
 

killjoy32 wrote:whatever you choose to do, please let us know what you end up doing with them...would be very interested to hear.


Will do!


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Post Posted: Sun Oct 10, 2010 3:18 pm 
 

Keith the Thief wrote:
Will do!


or if you want a bit of mystery for them, sinister secret of saltmarsh is a great one. change some of the stuff so its a stand-alone module and you have a great little adventure - this is the first one my daughter played and she still goes on about it being amazing.

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Post Posted: Sun Oct 10, 2010 4:43 pm 
 

killjoy32 wrote:
or if you want a bit of mystery for them, sinister secret of saltmarsh is a great one. change some of the stuff so its a stand-alone module and you have a great little adventure - this is the first one my daughter played and she still goes on about it being amazing.

Al


I6 is a good thought, and timely since the girls love the Twilight novels/movies and we have Halloween coming up.

I've never run (or read) Saltmarsh but if it's underwater adventure, that might be a little too exotic for their first adventure.

I need a 1st-level dungeon that we can "add on to" as we go.  
It doesn't need to be overly-complex, but it does need to be interesting.
They are, after all, 13-yrs-old.  And quite well-read.

Keep the ideas coming!
This helps a great deal.

thanks
Keith


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Post Posted: Sun Oct 10, 2010 4:58 pm 
 

Saltmarsh has no underwater action but it does have a "haunted house"  that might play nicely with Halloween coming up.  

*spoiler*

U1 has the haunted house, an illusionist, some gnolls, smugglers, and a small ship.  The mod ties in well with U2 but can stand all by itself if needed (or go in a completely different direction).

U2 has killer frogs, bullywugs (yay!), and some Lizardmen.

U3 is where you get into the underwater action when facing off against the sahaugin (sp?).


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Post Posted: Sun Oct 10, 2010 5:53 pm 
 

Keith the Thief wrote:
I6 is a good thought, and timely since the girls love the Twilight novels/movies and we have Halloween coming up.

I've never run (or read) Saltmarsh but if it's underwater adventure, that might be a little too exotic for their first adventure.

I need a 1st-level dungeon that we can "add on to" as we go.  
It doesn't need to be overly-complex, but it does need to be interesting.
They are, after all, 13-yrs-old.  And quite well-read.

Keep the ideas coming!
This helps a great deal.

thanks
Keith


keith, as souly says, its a "haunted house" kind-of-thing, with a bit of skullduggery thrown in. its an easy one to run for a first-time group seriously. i had the village/town as a kinda supersticious lot, done in a devon (uk) kinda lingo and they went and checked out the house in the end, to see what it was all about. in going back to town etc, i threw some more hooks in about stuff going missing etc and they went back and then found the pirate side of it and then i had them plan out a reccy onto the ship and recover the most valuable items to complete the quest. i ignored everything that would have been relative to hook them into U2, as i wanted it stand-alone. it was done in 2 sessions and was a blast.

i wouldnt advise playing I6 to a first-time group though, as things can get a little OTT at times in the castle, but obviously, it depends on how you plan it out, run strahd, and what you want the group to achieve.

i always play the adventure, that they have to kill strahd....and forget all the original background stuff, as its just done for a stand alone scenario. they never kill him tho...i play my monsters how i think they should be played, strahd is damn hard to beat and thats why they generally die :)

so yeah B2 is always a good dungeon crawl for them to go and do and U1 is always a great little adventure. they are perfect for a first-time group. and of course, so is B1.

Al


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Post Posted: Sun Oct 10, 2010 8:25 pm 
 

I think that B2 could be a great adventure for them. I even, fairly recently, read the Keep on the Borderlands Greyhawk novel - extra ideas for filling out the adventure. I'll dm it to my kids in a couple years.

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