
![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |

I'm coordinating young player PFS activities, including Kids Track and kids- and teen-only tables, for a convention in the during Labor Day weekend. I am looking for advice from people who have run similar events. My questions include:
How many tables did you run and what ages did you muster?
Did parents play with their kids?
What did you run in addition to Beginners Box?
What did you look for in GMs, and how did you recruit them?
How/where did you publicize?
What worked and what didn't? What do you wish you had done differently?
I'm asking a lot of questions, so feel free to send me a PM -- or I'd be happy to jump on the phone or Skype if it would be easier.
Thanks!

![]() ![]() ![]() ![]() |

Hi Skilmar,
I can't speak to the convention planning, but here's an introduction I wrote about using the Kids' Track Lessons a few months ago. It's not official yet (and it may or may not end up being so eventually) but it speaks to the context within which I wrote the KT to be used; you might find it helpful.
Introduction: Using the Kids’ Track
The Kids’ Track is a series of 4 lessons, designed to introduce young players to the joys of the Pathfinder Beginner Box. It was originally written for use at Gen Con Indy 2012, and made widely available for use shortly thereafter.
To make the best use of this program, there are a few things that you can take into consideration when planning your sessions:
• These lessons are designed for players from ages 6 to 12. However, the difference in maturity, comprehension, and development for children on either end of that range is significant, and it’s best if players of similar ages can be grouped together.
• The lessons are meant for groups of 4 players. Larger groups risk letting the kids disengage and get distracted – even tables of 5 should be avoided if at all possible. Two tables of 3 is a better option than one table of 6.
• The kids are not intended to be left at the table without a parent or guardian. Aside from potential legal issues of responsibility (depending on jurisdiction), there is also the question of getting the group to move in a common direction. Parents can help their kids learn, listen, be attentive, and work together. With tables of less than 4 players, parents can also fill out the party.
• Each of the lessons is designed to be played in two hours or a little less. They are not designed to run one after the other, but rather with some time to break between each lesson. This might be a day, or a week, but keep in mind that children need breaks in order to keep their attention focused.
With all that in mind, just have fun. Fun is infectious, and even if the kids don’t learn everything they’re supposed to, when you’re passionate and entertaining, they’ll enjoy themselves – and if that’s not a good representation of the Pathfinder experience, I don’t know what is.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Skilmar
Thanks for bringing this up and asking
I'm a father of two children myself - 10 and 12 - especially the older one a veteran of several conventions. I did an in depth discussion 3 years ago when I took him to my first convention to ask for advice - and in the end realized - in the end it is my responsibility as father to ensure he fits, has fun, others have fun with him.
I regard myself as having some experience as I also have been running here a local 'junior-league'.
Both started before the kids-track - so the advice below is for scenario play- not for the kids track. It has been adapted from an e-mail to some organizers. I hope I took out all references.
------------
Has Season 4 gone too far into Hard Mode. Quite a few contributors there say you need at least a certain game mastery - or PFS isn't for you. Now this causes issues I feel I haven't had 3 years ago when I felt it was simpler and more relaxed.
What has this to do with the Junior League / kids tracks?
Actually a lot and it can make it more difficult.
a) These groups are less tactical. They can be A LOT of fun to GM - but you have to take care to have them rather at the lower APL as at a higher one. I would say APL Junior League = APL - 0.5 or APL -1 compared to an adults only table
b) These players are more easily stumped by obstacles that they have never encountered - DR/good, hardness, flying enemy - etc.
So far I always have taken great care which adventure I prepare for the junior league here. I know all the characters (I have them all in HeroLab on my computer, I help each player leveling up and ensure that the basics are covered).
And for APL tailored to a junior-league - well - my guide is more or less (APL includes a +1 for 6 players as I have only done season 0-3 with them so far):
APL 1.8-2.8 = makes a good tier 1-2
APL 3.5-5 = good tier 3-4
APL 4.5-5.5 = good tier 4-5
I avoid tier 5+ with kids only tables.
The most important advice (in my view) when introducing new players is to mix weaker players with strong ones. This is the best way to learn for them. They have someone at the table to give advice. They learn tricks from them. Unfortunately a junior table is doing the opposite. You screen out adults which on average will be more experienced. And - if you truly have a min-maxing kid than this one will feel penalized to be send to the kids table. He/She likely has been playing on adults tables to learn.
Putting on average weaker players together can result in a very dangerous outcome - either the GM is forced to softball - or you have a significantly increased risk of a TPK. And this would result in exactly the opposite of what you want - instead of advertising to the young you would drive the young ones away.
For the first time in 3 years (Games Expo 2010 when my son played his very first Con Game aged 9) I was afraid to sign my children up for a convention. They have a lot more experience since them, they have played many games - my son has even GMed and is close to his first star - BUT signing them up to a season 4 kids only table tier >1/2 and I was suddenly concerned about an outcome that could drive them away.
So my advice for childrens and scenarios:
a) early season, linear, simple hack&slash heavy scenarios make the best starter ones.
b) an adult at the table can be very beneficial. He can set the tone, help to keep kids under control, can have a character that is helping (bard, cleric) while staying back. These adults need to be hand picked - they might be parents but not all parents do make a good player at a kids table. So don't force anyone.
Oh - and the best scenario for kids in my opinion seems We Be Goblins - so far all kids loved it and it gives them more freedom as a normal scenario / there seems to be less an issue if you goblin bites the dust.