I need help and advice! Setting up and running an RPG program for kids.


Advice


Hello all my name is Chris.
Long story short I work for the Boys & Girls Club of Greater Cincinnati. I love the job it is amazing and I have no complaints. Even as I was given the tour to the school site I noticed that they had some role playing books. They are in mint condition because no one knows how to run the game and maybe a lack of interest. Whatever, back to the topic at hand.
I went to GenCon for the first time earlier this month and to say the least it rocked! I met up with the Pathfinder Society gaming room and networked with a most impressive dude named Noel. Not only have I attained his advice and guidance but I also seek you fellow board members help as well.
As for the B&GC RPG group I want to start up I want to lay out my details and thoughts so you know how I am thinking about it so we can be close to or if not on the same page.
1. There are about 50-90 kids there on any given day. Whoa.
2. I want this to be fun and engaging.
3. The age ranges from five to thirteen years of age. No this does not include the workers. So I need to know how to keep them engaged and having fun. Not like it is impossible for me but being armed well is a great thing too.
4. I need suggestions and anything you are willing to post. I will read it all.
5. This plan will effectively be initiated later this August through just a verbal communication between my boss and the parents of the kids at the club. I figure having a news letter which I could very easily type up would be a great thing so parents are aware of what their kids are doing and would be a pretty PC move. Also maybe permission slips but that might be pushing the exclusiveness that I want to avoid. I want to avoid the whole "Mazes and Monsters" dilemma that some parents might have with it as well.
6. Once my boss said I could I told her I would. "Challenge accepted."


I would wait for the beginners box for one, another is that before you run a game you need to check their interest level in the game, had one or two say they'll join but never showed up.

To prevent that I had them watch my group run the game for 1 or 2 sessions; this allowed them to ask a few questions, observe how the game was played, and show how determined they wanted to play. But the DM also has a bit of work, to observe the interest level of the attempting joiner, if they leave for most of the session, or never pay attention to the game, it was a fail. If they payed attention, asked questions, and or observed the game they passed.

From past experience, ages 8 and up have a better chance at playing the game and keeping focused, but mental maturity is also a factor.

GMing gets harder the more people their are in the game.
Each GM has their own limit, mine is about 5, but I have run into 1 player that was a load of 3 players on my GMing.

Another problem you'll run into is GM style vs Player style.
What one calls fun, may not be fun for the other.

Now comes another part, pre-canned adventures or home brew.
Pre-canned Adventures save the GM prep time, but runs on assumptions.
Where home brew is more flexible, but requires prep work.
Me, I run mostly a home brew custom setting, where I prep a good piece of it, but BS the rest of it as I go.

And that's all I can think of at this moment.


I ran a game with my 8 year old nephew and his friend one time, and I was shocked. You think older players ask for weird things? Kids have the best imaginations in the world. My nephew wanted to do everything. Play a half-orc with a machine gun who rode a dragon and could shoot missiles from his hands. His friend wanted to be Neo, complete with suit, sunglasses, super kung fu, and flying.
Okay, after all its all about having fun.
I made it work. It wasn't always balanced, but it was awesome, for everyone.

With 50 kids, it would necessarily become exclusive since there's no way to run a game with that many kids. However, not all of these kids would be interested. There are some no dice games that are kind of fantasy-esq, like Super Slow-Mo Poison Arm Samurai, where the kids line up in battle formation, and then charge forward in super slow-mo, trying to get the other guy with their "Poison Arms". The Samurai part come from role-playing. The last guy standing has to commit brutal sepuku with his or her own poison arms. Give prizes for best Kia Scream and most creative death.

Or just throw a fantasy spin on a game of shambattle or something.

Also, make sure that the kids who do eventually decide to roll dice don't get mocked by the others for being "nerdy".


@Azure I would wait for the beginners box for one, another is that before you run a game you need to check their interest level in the game, had one or two say they'll join but never showed up.
- Most definitely I will be getting a beginners box or two.

To prevent that I had them watch my group run the game for 1 or 2 sessions; this allowed them to ask a few questions, observe how the game was played, and show how determined they wanted to play.
- I feel my descriptive abilities are more than polished to accomplish this. Also once the kids see someone having fun I hope that others will want to at least watch and listen. Hopefully play.

From past experience, ages 8 and up have a better chance at playing the game and keeping focused, but mental maturity is also a factor.
- I had planned on asking the older kids first and then going down through the grades if need be. In addition I was going to tailor the adventures to be a bit less "sex, drugs, and rock'n'roll" that some games can become.

GMing gets harder the more people their are in the game.
- Hopefully I can get another worker or two there. If not I have friends that would be able to volunteer a day or two a week. My limit was going to be five. Six if the attentive and interested types show up.

Now comes another part, pre-canned adventures or home brew.
- I was going to use modules that are more or less one shots. Multiple reasons is so I can cycle kids in and out and allow for them to make new characters and let them find what they have fun playing.
---------
@Slam
Your nephew and his friend sound like they are pretty entertaining and fun. Lol.

As for the being mocked for being nerdy part. I am that guy who doesn't put up with bad behavior. I am a pretty chill dude but I do step in and take care of situations that need the help of an adult. I figure if a kid mocks us for playing I would respond, "That's cool, but what would you do anyways?" and keep breaking down that wall. If that didn't work I can live with a bunch of kids not being interested. These kids come from broken homes more often than not so this is really a fun time of escapism that emphasizes teamwork.


IF you go the module route I recommend reading them before hand, as some are tamer than others.

For modules (I know);
3.5 base
Hollows last hope, Ok (free)
Crown of the Kobold King (sequel to Hollow), Ok, but it needs some editing
Return of the Kobold King (sequel to Crown), Ok (free)
Carnival of Tears (sequel to Return), NO WAY
Hungry are the Dead (sequel to Carnival), Ok, but judge it

Hangman's Noose, Borderline Ok, but will need edits to make it Ok.

Demon within, NO
Blood of Dragonscar, NO

Pathfinder base
Crypt of Everflame, Ok
don't know about it's sequels "Masks of the Living God" and "City of Golden Death"

Master of the Fallen Fortess, Ok (free)

Academy of secrets, NO, unless you edit it.

Reason:
Devils play a major part in the module, but if you sub the devil for something else it could work


Oh yeah I love to read modules in my free time. *geekin out
Editing won't be an issue at all.


ascarecrowssmile wrote:

Oh yeah I love to read modules in my free time. *geekin out

Editing won't be an issue at all.

I have read the entire Falcons Hollow series and it's good, but requires update to pathfinder and a few edits, if you have no problems editing then maybe Carnival of Tears could be added to go from beginning to end, or just end it at the end of "Return of the Kobold King." But another good thing about the Falcons Hollow line is that 2 of the modules are free and near the beginning to boot.

"Crypt of Everflame" does have some nice puzzles though.

ascarecrowssmile wrote:

To prevent that I had them watch my group run the game for 1 or 2 sessions; this allowed them to ask a few questions, observe how the game was played, and show how determined they wanted to play.

- I feel my descriptive abilities are more than polished to accomplish this. Also once the kids see someone having fun I hope that others will want to at least watch and listen. Hopefully play.

Main reason for the 1 or 2 session wait is TO observe THEIR interest level in the game, i.e. paying attention and observing the game.


Updates aren't a problem. I ran Shackled City and had the PCs use Pathfinder. No biggie.

Also I have friends who work at a school supply store and I am hoping they have books on group activities and puzzles I can just copy and paste. Resources. *flex

Dark Archive

I am glad you are GMing for kids, I think RPGs can be a great learning tool.

I am not sure how many you plan on running at a time, I would suggest no more then 4-5 kids at a time, adults you can do more, but children will lose intrest.

I would suggest making your own scenarios, a good way of doing this for children is to pick something familar to them, for example make the game take place in the Harry Potter world, or Narnia, ect. Then you have total control over the content, and experiance, and really makeing the scenarios is fun. If you do not have that time, then I would suggest PFS mods since they are generally written pg-13(some exceptions), and take out anything regarding demons or occult since you are doing this in the boys and girls club to avoid the sterio types(like the mazes and monsters you mentioned).

One thing I did, which made it a headach on the battle field, but really got my niece and nephews involved, was to allow them to take 2 classes at first level. This gave them more options, and most of them picked one class with a "pet"(Summoner, Druid, ect..) and for some reason they really liked the concept of having a pet.

The begginers box is a good idea, if you want though you can simplify the rules how you see fit. Basicly no AoOs, no early status effects, simplify manuvers and just make it attack vs ac, stuff like that.

The last thing I will say, letting them paint their own figure, or at least pick one out was some thing they also really enjoyed. I do not know what kind of funds the Boys and Girls club gets, but that might be something to consider.


@Nimon

I am glad I am doing it as well. I hope that this will be really fun for everyone.

Yes I had only imagined on running four to five kids at a time. If I had a group that consisted of more attentive kids I might stretch it to six kids.

Yeah I would take out demons, devils, and outsiders. And between now and then I can make a map of a world or find one and bring it in so I have another visual aid to pull the kids interest.

As for the double class idea I figure I can just double their hit points and never let anyone die. Pull some critical hits and go from there.

The funds for this project are pretty much on myself. I do have quite a few minis that I got at either GenCon or Origins for a buck a piece. I wouldn't have any issues with bringing in them for the kids and letting them paint them and take them home. I should find a bunch of minis, plastic preferably that are mega cheap so they can have plenty to play with.


This sounds really awesome. I almost want to fly to cincinati and play with all of you.

I really agree with what Nimon said about really letting the kids create the world. You sound like an experienced GM, and anyone who is good with children is necessarily creative, so it probably won't be a problem.

I will say again that you should be ready for some pretty weird requests. A lot of the time however, these requests are purely fluff, and shouldnt be too much of a problem. If the kid says he wants to play a werewolf, maybe you can just let him play a re-skinned half-orc Barbarian with huge tusks.


I think it would be great if you amped up opportunities for critical thinking skills and creative and age appropriate problem solving... like in a description mentioning "..the thin supports for the awning hanging over the two guards who are still unaware of your presence..."

As long as it doesn't get too bloody, its mostly in the delivery of course... I'd use a lot of things like living statues, skeletons, and things that they have might have something to reference (young dragons, werewolves, dire rabbits, low morale goblinoids ...)

Sounds great though...hope it goes well!


Sounds awesome.

I,as a kid myself,would obviously encourage some of the older/mature players to DM for others.Also,you may want to start them at a bit of a higher level,because kids can get impatient waiting to become all powerful :P

Another thing:encourage the kids to come up with their own homebrew races and classes,and if they can,stat them out.Also....a lot kids(myself included) want to be the center of attention when they play a game like that.Encouurage a team that uses awesome moves that can only be done together(in a previous game,the fighter threw me,the rogue,onto a large monsters back so I could stab it).

Just my 2 cents


@Slam
Dude if you are in the Cincinnati area feel free to contact me. My group is playing as much as we can. Give or take.

@Binky
I have a few resources available to me. Namely a local school supply store that hopefully has teamwork books and puzzle books. Other than that I can come up with a few things.

@sphar
I definitely want the kids to get into it as much as possible and if that happened I would be one glad dude. Once they get all settled in I might suggest the homebrew and what not.

----
Over the last two days I have been in contact with my boss at B&GC. Long story short she has totally given me the "GO!" on this. She has the hopefully eventual plan for each worker at the club to start their own mini club. Basically whatever interests the worker can be done with them. So Mr. Chris is doing D&D club. *flex I will keep you guys posted in another thread once things get going. Thank you all for your help and feel free to message me if you have further suggestions or just want to check in. Until next time bros.


Addition to the last post. First day back for a parent and staff meeting and to let kids just hang. I find out that my boss that gave me the "green light" is leaving. Suggestions?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / I need help and advice! Setting up and running an RPG program for kids. All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice