The first time I picked up a set of dice and rolled up a
character, I was 9 years old. The first time I got a taste of GMing I was 13.
For the last 7 and something years, since the age of 16,
I’ve been employed as a professional GM for children and young people at a
business that uses roleplaying to teach history, teamwork, problem-solving, and
empathy.
Suffice then to say that I have some experience GMing for
children.
How to introduce kids to RPGs is a perennial topic in the hobby, but it
seems to be one that’s picked up traffic in recent years.
The original generation/s of roleplayers are now of an age
to have children, and for those children to be old enough to read, and do
addition and subtraction, and hold a conversation, and possess all those basic
human skills necessary for roleplaying.
And so, of course, there is now a generation of kids being
introduced to roleplaying by their parents.
Children are natural roleplayers already: they take on other
roles and characters as easily as they breathe, they have a near limitless
capacity for invention, their imaginations are boundless and creative beyond
many artists and authors I know.
But while they have a natural inclination towards
roleplaying, they are still children.
Certain aspects and demands of roleplaying games are
difficult for them; certain skills required of players rely on patience and
focus they may not yet have.
In order for kids to have the best possible experience as
they’re introduced to roleplaying games, it helps to adjust some techniques and
reassess some assumptions. That way the GM knows what to expect, and the
players aren’t confronted by demands for which they aren’t yet developmentally
prepared.
One of the major issues I’ve noticed over the years is
children struggling with the abstractness of RPGs.
And these resources, in the default form of most games, are
entirely abstract.
They are written down, tracked only in numbers and in the
head of the player, and their proportional relationship – that hit was half of
my HP, using a spell is a third of my resources – is intangible.
Children, particularly those between 7 and 10 (the main
demographic I GM for) don’t do well with abstractness and intangible numbers.
They happily take hit after hit during fights, but are
visibly shocked when eventually they look down and see they’ve only got 5 hit
points left. They conserve all their spells slots through the day just in case
and never end up spending them, or else blow them all on the first dice-roll of
the day despite being warned they won’t get to rest and get them back.
The grasp on these numbers – of hit points, of spell slots,
of limited-use abilities – necessary to manage them effectively eludes
children, because in a very literal way these numbers aren’t real to them.
They can’t see them, they can’t count them as real things,
they can’t touch them or feel them.
And so, I’ve found, the
answer is to turn abstract resources into tangible objects.
Give them something that they can touch, and count in a way
that’s sensory and meaningful. Give them something that they can visually
identify is only half of what they started with, or a third, or a quarter, or
only one left. Give them something that lets them understand the gravity of
using a limited resource, or lets them feel the impact of losing an amount of
hit points.
Give them coloured toothpicks for hit points that they have
to snap as they lose them.
Give them spell-tokens, shiny and magical-feeling, that they
must expend to use their arcane powers.
Give them cards for limited-use abilities, and better yet
put the rules on them in child-friendly form.
You could even go so far as to make specific tokens for each
type of thing they can do in a combat (a Movement, an Action, a Reaction) and
reissue them at the start of each new round.
(There are already some games for adults that do this
transformation of abstract resource into tangible objects brilliantly: filling
in the Harm clock in Apocalypse World, turning a dice from side to side to
track increasing insanity in Cthulhu Dark, using poker chips to track Trust
tokens in the Mountain Witch, everything about the resolution mechanics in
Dread and Ten Candles. Look to these games
for inspiration.)
Make resources tangible. Make them meaningful.
Make them visceral, if you’d like and you think it will
enhance the experience.
(The toothpick idea above is one attempt to do just that.)
Kids are more than capable of giving you some of the
greatest RPG experiences of your life, and it’s an incredibly rewarding feeling
to watch them create their first characters and let their imaginations flourish
and run wild.
All you have to do is rethink some assumptions, give them a
hand, and watch them fly.
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Thanks, I'm looking to do exactly this!
ReplyDeleteThe main challenge is that with the kids I'm trying to play with, at least 2 if not 3 of the four have some kind of ADHD. The story progresses very slowly as they are all talking at the same time...
Yeah, that's a tough one. We have a fair spread of kids with ADHD or who are sitting somewhere on the ASD, and it can be challenging.
DeleteOn the theme of tangible (ritual) objects, getting them to work together to decorate a talking stick that marks whose turn it is could help? Though really, I don't know the situation and you'll almost certainly have a better idea than me how to handle it.