Hot answers tagged

7

I would say you should focus primarily on the one-shot. Don't worry about what will come afterwards! If you put all your energy towards introducing these guys to tabletop RPGs, they'll be hooked well enough to forgive any discontinuity when it comes time to give up their pre-gens and make their own guys. Chances are that they will not get too attached to a ...


6

I've run a number of introductory sessions to Savage Worlds for varying ages, and find 3 hours to be the sweet spot assuming a short break part way through. This gives enough time to demonstrate the various things the system does well and how roleplaying works generally whilst still keeping things short and snappy. I'd also definitely go for a one shot ...


4

I would suggest aiming for 3 hours with a 1 hour buffer (so 3-4). I'd absolutely use pregens and select a system that requires zero knowledge in order to play. Most certainly I'd go one-shot. You can decide where to go from there. Go with a mystery that has some action and a small twist. Give them the opportunity to be heroes and see what they do. Most ...


2

I made the switch to 5e from 4e last month (preparing for new 5e campaign that is), having my first 5e session today. My six-year-old daughter has been watching DnD videos on YouTube with me for a few months, and likes for me to read through some of the player handbooks aloud. So it shouldn't have been to surprising that during our campaign tonight, my ...


2

For young children (grades 2+) I recommend something like SimpleDnD it really removes most of the complexity from the game and sticks to the basic 6 ability scores and a few skills. The system is D&D, but without the million rules and enough variety to keep the kids engaged. It's bonus is that once your child is 10 you can always make the move to a more ...



Only top voted, non community-wiki answers of a minimum length are eligible