Start Teaching ‘em Young
At what point do you start teaching your kids how to game? It’s a question that I found myself pondering while reading a blog post by NewbieDM. In the post he discussed how he was teaching his four year old how to game. She had been watching her father play for some time and wanted to play to. So the ever thoughtful father and game master he whipped up a simple game to give her the rpg experience.
The system is simple; you choose a role, sword, magic, bow and arrow, and attack thusly by rolling opposed d12s. Whoever rolls higher won and hurts the enemy. Two hurts and you’re knocked out. Roll some dice, hurt some bad guys, and get some treasure. It was quintessential dungeon delving. The rules are simple, the game is straight forward but it’s deeper then Candy Land.
What I marvel at with this game is simple rules Newbie crafts to confine the make believe the children are partaking in. As adults we need rules, we’re hard wired to have them. Games were the most fun when you were a child when you didn’t have rules bogging down the fun of the game. Remember the game of hot lava? Where the ground was this molten hot lava that you couldn’t step in or you’d be burned? The game itself was an excuse to climb all over things and engage in physical play, but had to be one of the funniest games ever. Unless of course you were coming in late, then you likely didn’t have a way to get to the safe zone. With no way to the island of safety how did you play with the other kids? The brilliance of this game is that Newbie takes a rule based game, like D&D, and distills it down into something young kids can play. Essentially he is building a bridge over the lava to engage the kids in a game of make believe.
The simplicity of the game is part of the attraction to me, much like how Savage Worlds attracts me as a game designer. It’s a simple method to tell the story and share in the action. This is why it surprised me slightly when people were suggesting that Newbie make it more complicated by adding in a skills system. Why complicate the matter further by making more rules to remember and further bog down play? While I do agree with the logic and thought behind it I say keep it simple, when they want something more from the game they will let you know.
So what did Newbie miss? Would you put something else in the game? Or remove something?
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