Running game for 7 yo kid

tneva82

Mongoose
Figured I might as well try this one with my little brother. Anything to avoid playing same old playstation 2 games AGAIN! (he loves certain games and plays them over and over. Or rather makes ME play them and takes all the credit for good performance while telling me how I SHOULD play if I screw up :wink: ).

Anybody ever tried something like this? How it went? Obviously they can't know rules all that well(especially here since we are talking about finnish kid who doesn't understand word of english. Though does find me speaking english very funny and is quick to capitalise my english skills when he plays english playstation games!) but figured that shouldn't be issue since he can describe what he wants to do and I'll tell him what to roll(and boy he loves to roll a dice. I'm going to make wargamer/RPG'er out of him eventually!).

For scenarios I probably need to cut down on subtle role playing and concentrate on quick&fast story with lots of railroading events in preparations if he gets stuck. As said he loves to roll dices so probably lots o' skill tests should be incorporated and since he likes action games where you go punch-punch-punch or bang-bang-bang combat encounters are definitetly in.

For first scenario I figured one where he'll be asked to find missing armed cargo ship which has been missing for a while. He'll be pointed to space station where another worker in corporation he works on has reported captain. After investigating on the station he'll be directed toward restaurant(figured I would go for restaurant rather than bar since we ARE talking about 7yo kid :wink:) where either he'll find the captain there which will cause pursuit or if he fails dice rolls he'll be ambushed by the captain with small combat encounter starting up. This will either lead to the pursuit(if he manages to disable the henchmen captain has the captain will flee) or being captured to space ship(where he'll end up captured later anyway so either way story continues).

Haven't gone much further in planning(and probably this is as far as I go in first session(plus character creation) leaving rest for later. But basic plan would be that captain manages to get off the station in time getting headstart on player. Either with his own ship(not sure will I give him one) or aboard company's ship with NPC pilot he'll be provided he begins pursuit in hyperspace(my universum is used. Bit similar to Babylon 5 in terms of hyperspace but not so much linked to travelling pre-determined lanes. Rather it's simply very inaccurate and rather random(if you imagine travelling in 3d space then imagine that going forward will suddenly move you say 45 degrees up and 30 degrees left without you doing anything to alter course. That's how hyperspace in my universum works. And this behaviour changes over the time almost randomly. With beacons you can help navigation but still some random element involved and skilled navigators can save you tons of time by going direction which initially would appear to be crazy(why go 90 degrees paraler to target?) but actually ends up saving time).

Anyway once they reach the ship(by GM fiat if nothing else. Very competent NPC pilot should however ensure that by simple opposed astrogation roll they reach fleeing vessel without GM help) they follow target to real space. There they are ambushed by the cargo ship they are trying to find(we are talking about cargo ship of about 1200-1600dton with medium weaponry). After getting engines blown apart(NPC ship is vastly inferior so no chances of player defeating the merchant) they are captured inside.

Here I haven't thought much but player escapes and then should escape the cargo ship altogether and find some way to keep ship in place until help arrives. I figure escape method from cargo ship could be some sort of shuttle/fighter it carries around. Not sure how to keep vessel in place. Blow up controllers? Though how to do THAT one. Either way this should provide lots of skill checks and probably combat encounter or two as they flee toward shuttle bays.

Anyway what do you think about overall run of scenario? Should be simple enough that he shouldn't have problems of figuring out how to do(afterall it's pretty linear). Hopefully he finds this enjoyable enough that I can get some traveller gaming done with him. Even if I have to make scenarios more simple than I would personally prefer(but in couple of years...Muahmuahmuah!).
 
I got my kids into playing D20 a few years ago when they were 9 and 11. I think as long as you keep the story linear and fun you'll both enjoy the experience.

My goal was also to get them away from video games. It hs moderated their desire since they ask me to play Traveller (Or MRQ) as much as video games.

Good Luck!
 
hdrider67 said:
I got my kids into playing D20 a few years ago when they were 9 and 11. I think as long as you keep the story linear and fun you'll both enjoy the experience.

My goal was also to get them away from video games. It hs moderated their desire since they ask me to play Traveller (Or MRQ) as much as video games.

Good Luck!

Well. If they could play D20 then I suppose traveller shouldn't be issue.

Myself I'm not that worried about him playing playstation per se(he does have other hobbies so it's not that he spends too much time with it). Just get ME off from playing those same games over and over :D So it's less of get him off from playing playstation as getting MYSELF off from being forced to play playstation ;-) (I mean how often you can play sly cooper 3 through before you get bored to death by it :D Well as far as my little brother goes never get bored...)

So far I have tried board games but problem with those is that they are by neccessity competive games and since he doesn't know them as well as I do I beat him every time(monopoly etc) and I find myself unable to tone down my skills there(atleast without getting bored to death in the process) so figured RPG's could be lot better since they aren't competive as such but are rather telling story together. And as GM I can easily adjust difficulty levels without breaking rules to boot and ensure he can succeed enough to get thins going. Seems RPG's could be better idea than board games as long as I can get him hooked up to them.

Anyway linear scenario probably seems to be best idea.

If this doesn't work I'll figure some fantasy RPG for him. Too bad I don't have any rules for them. Maybe I can build something out of traveller rules? Shouldn't matter which rules they are as long as I can provide him orcs and dragons if space adventure doesn't interest him. Conan is about only ruleset I have that would fit the bill but somehow I don't think bringing those rulebooks would be smart idea(and our mother sure would kill me! :D. He would insist on reading the rulebook and the art there is bit too mature for his age...Mother worries about him stumbling on that on internet and then I would bring that in there myself? Lynch time! ).
 
If you find that you need a fantasy game, there are plenty of free rules out there that you can use, depending on your tastes. I would suggest the following:

Swords & Wizardry:
http://www.lulu.com/content/6374501

OSRIC:
http://www.knights-n-knaves.com/osric/download.html

Labyrinth Lord:
http://www.goblinoidgames.com/labyrinthlord.htm

Basic Fantasy Roleplaying Game:
http://www.basicfantasy.org/downloads.html

And some non-D20 retro clones...

Advanced Dungeon Squad:
http://www.1km1kt.net/rpg/advanced-dungeon-squad
(This one should be particularly good for younger kids)

Savage Worlds Test Drive Rules:
http://www.peginc.com/Downloads/SWEX/TD06.pdf

There are more out there, but these are the ones I'd suggest looking into first.

With Regards,
Flynn
 
the best thing to do is keep it simple - give the kids pre-generated characters who are designed hero types, make the adventure big and exciting and colourful, and don't get bogged down in rules - give them target numbers to roll and simplfy damage and such.
 
tneva82 said:
For first scenario I figured one where he'll be asked to find missing armed cargo ship which has been missing for a while. He'll be pointed to space station where another worker in corporation he works on has reported captain. After investigating on the station he'll be directed toward restaurant(figured I would go for restaurant rather than bar since we ARE talking about 7yo kid :wink:) where either he'll find the captain there which will cause pursuit or if he fails dice rolls he'll be ambushed by the captain with small combat encounter starting up. This will either lead to the pursuit(if he manages to disable the henchmen captain has the captain will flee) or being captured to space ship(where he'll end up captured later anyway so either way story continues).

Just for reference Book 5: Agent covers ship tracing.

Hope it works out for you to get you into something other then the PS2 games.

Have fun with it.
 
Lorcan Nagle said:
the best thing to do is keep it simple - give the kids pre-generated characters who are designed hero types, make the adventure big and exciting and colourful, and don't get bogged down in rules - give them target numbers to roll and simplfy damage and such.

Maybe not, he likes rolling dice and might enjoy the character generation process.
 
Lorcan Nagle said:
the best thing to do is keep it simple - give the kids pre-generated characters who are designed hero types, make the adventure big and exciting and colourful, and don't get bogged down in rules - give them target numbers to roll and simplfy damage and such.

Nah. I think I'll let him roll the characters allright. As I said he loves dice rolling so why not let him roll whole bunch of dice and tell him what the dice roll resulted in?. I can always suggest where to roll if he gets stuck in process.. And I have already generated set of skills that are definetly needed so even bad dice rolling can't ruin it as he'll have neccessary skills one way or another.

Though I have one character who is ready in case he gets bored of it. But since it involves mostly dice rolling(I'll give him home world settings) and telling where to roll(from choices I describe) it shouldn't be too hard. But if he does get bored of that then there is the backup plan.

I don't expect him to come up with complete character with personality and detailed history but traveller comes up with pretty decent idea of character simply by rolling bunch of dices ;-)

I have also pre-skipped most of the character classes from being unsuitable for this scenario. I think I'll get him to play either agent(probably best), marine, army or scout. They have skill lists that are most fit to this and with the skill package should cover everything.

And yes rules won't be gone in great detail for him. I'll just tell what he has to roll(maybe before skill/attribute modifiers and tell him which he needs to look up. Since he's so proud of how he can read and calculate why not let him use those skills :D). Traveller rules are great in this regard as they are bloody easy to remember ;-) Especially since I'll be mostly interested in skill rolls only anyway.
 
Sounds great - wish I had had a big brother like you :D

I ran some D+D for my son when he was 7. He loved it - found "knowing what to do next" tricky so I suggest making it very obvious where to go next, having an NPC guide helps too..

enjoy
 
hirch_duckfinder said:
Sounds great - wish I had had a big brother like you :D

Well I can relive my own youth by spending time with him. Brings up lots o' memories...(though never thought I would end up playing with little toy cars...Ah well. That's soon ahead when my second little brother(now 1 year 7 months or thereabout) grows up...I'm starting to feel old :( )

I ran some D+D for my son when he was 7. He loved it - found "knowing what to do next" tricky so I suggest making it very obvious where to go next, having an NPC guide helps too..

enjoy

Yeah. That's one of the reasons(another is difficulty in figuring out how single person could believably have own starship) why I'm thinking of denying him of his own ship and forcing him to employ NPC pilot and his ship when it comes to pursuiting the fleeing target. This way I can attach myself as a NPC for the 2nd part(when his character gets jailed in the ship they are trying to find) to help him with decisions if needed without leaving in-game. Also with 2nd character I can make opposition bit tougher without it being too hard.

Also off-character I can provide him knowledge his character could feasibly have but what brother obviously don't know like rough deck plan of that cargo ship(which IS owned by the corporation character works. One can imagine that after 20 years he would have some idea like where's the bridge and where's launch bays).

First part shouldn't be too hard since it's pretty linear so far. 2nd part could be less obvious which is why myself as NPC could be very helpful.
 
I have even attempted D&D with my 4yr old son, as we wonders why Daddy goes every two weeks to something called: gaming and wanted to tag along. Afterall, how different is gaming from the games he plays with his friends. For younger audiences...first thing...chuck the rules in favour of fun...if Dragons are going to devour space pirates...let them. The whole thing that you keep in that all adventures till probably when we started gaming (what age 10/11/12) are sandbox games.

The best way to introduce Traveller is find some fairly tame SF programs...eg. STOS or Star Wars or some of the pulp comics/series of the past...these introduce younglings to Science Fiction tropes and heroics which would allow you to gradually build up to a full fledged Traveller game in a few years.

BTW, I agree, you are a GREAT big brother for doing this.
 
I got introduced to Traveller by my big brother when I was around 8. I loved it, and can mostly remember 2 things from around those days:

* Having great fun creating characters, espacially Vargr for some reason. So don't skip character creation which he will probably love.

* being traumatised when my character got killed (in game). So don't kill his character, he's not old enough to deal.
 
Well, first thing that comes to mind running a Traveller game for a 7 year old would be a Scouts scenario. Kids love to explore and discover and learn knew things. So I would roll up a sub-sector, maybe detail 2 to 4 colonized planets (give them some real cool quirks and use them as 'home base' locations) and then leave the rest of the systems unexplored and let your little brother be the Scout to discover them... Battle dinosaurs on a lost jungle world... find underwater treasures on a water world... fight through poisonous atmospheres to discover a demi-species. I would have had a blast doing that at 7 if I had an older brother to run it for me!
 
Woas said:
Well, first thing that comes to mind running a Traveller game for a 7 year old would be a Scouts scenario. Kids love to explore and discover and learn knew things. So I would roll up a sub-sector, maybe detail 2 to 4 colonized planets (give them some real cool quirks and use them as 'home base' locations) and then leave the rest of the systems unexplored and let your little brother be the Scout to discover them... Battle dinosaurs on a lost jungle world... find underwater treasures on a water world... fight through poisonous atmospheres to discover a demi-species. I would have had a blast doing that at 7 if I had an older brother to run it for me!

Thanks for the tips! I'll keep these in mind for future.

FYI we did the character creation today(before one of his friends showed up which kinda messed the plan :D Did consider asking his friend to join if they want but since scenario was designed for one character it wouldn't work. Other fellow would have very little to DO so no point. I might keep this in mind for future though). And as I guessed he had blast cheering when promoting and going "bleeeh" when he didn't make the roll(mainly education 8+ rolls for events were problematic).

He opted for scout with intelligence specialisation. Pretty interesting choises he made. We rolled 6 characteristics which he got to divide so rolled up 698B69. Endurance was bumbed from personal development and intelligence boosted up when he finished character creation. I thought he would go for strength and endurance but actually his first choice was intelligence, then dexerity and then social standing! Go figure!

For skills he ended up with streetwise 0, computers 1, driving 0, investigate 2, recon 0, gun combat(pistol) 1, deception 1, athletics(running) 1, gambling 1(he ended up undercover with pirates!), melee(blade) 1, melee(brawling) 1 and from skill package stealth 1

In otherwords he got pretty nifty character for the scenario.

Oh and I'll do my best to keep character from killed. I can always bend the rules a bit by GM fiat if nothing else fits ;-) He doesn't know the rules so he won't even know I "cheated" :D I also have specified that if he gets beaten in first combat encounter they are going to just arrest him(in classic evil guy "I'm going to reveal all my plans to you and then you'll escape and arrest me" style ;-)

Only issue we had was the other little brother(1y 7 month) trying to grab the dices constantly :lol:

Another plan I have is simplified D&D 4th ed. I remembered that I DO have fantasy set of rules in my collection, specifically the 4th ed gift set I bought when I got it dirt cheaply when it was released. Haven't found use for it but come to think about it it's PERFECT for linear epic adventures against fantastic creatures without complex plots or mysteries. In otherwords precicely the sort of adventures kids like that enjoy. With pre-generated characters with clear Finnish character sheets with most complex features trimmed down that SHOULD be workable. After running traveller scenario I think I'll try this as well. We'll see which one he likes(or if both) and run either or both as he enjoys.

This one is also very suitable for introducing his friends if they happen to pop in. I'll just keep roughly same level of characters along with notes of additional monsters for combat encounters to scale them up for 2 character encounters.

As for being good brother. Well maybe but remember this is NOT purely non-selfish ;-) Rather way to avoid being bored by playing games I have played gazillion times already ;-) I'm lazy git so rather than play same old I figure introduce him to new ones :wink:

Can't wait to introduce him to Babylon 5 though. Still going to be some 3-4 years before I can hope to start that though. Why? I have only english versions...No Finnish subtitles(inconvinient yes but when I bought them there weren't finnish version available :evil: ).

Ah well. I'll definetly start introducing him to sci-fi. Star wars is good one for that yes. Need to buy dvd's one day though ;-)
 
With kids I use a pair of standard NPCs that seem to work well. One is careful, thoughtful, and always right. The other goes back and forth between wildly optimistic and ridiculously pessimistic, is always wrong and never learns a lesson. This gives me two foils for setting up choices for the kids in the game. It has never mattered that the behavior pattern is repetitious.

The kids love explaining things to the "dumb" one, and even if all the choices he provides are stupid, they get a feeling of having a choice. I can also use the dumb one for warning the kids off bad ideas they may be considering. "Hey, we got lots of guns, let's just shoot our way in! They'll never stop us!"

I didn't come up with this on my own, by the way. I picked the character types up off of children's cartoons. They work like a charm for young players.

I often have the mostly-offscreen mentor character, too. This character gets used very sparingly. The kids get impressed enough that he's actually talking to their character you can get them to listen to a line or two of backstory. ;) Plus, praise from this character is worth more than a medal from a planetful of idiots. :D
 
saundby said:
With kids I use a pair of standard NPCs that seem to work well. One is careful, thoughtful, and always right. The other goes back and forth between wildly optimistic and ridiculously pessimistic, is always wrong and never learns a lesson. This gives me two foils for setting up choices for the kids in the game. It has never mattered that the behavior pattern is repetitious.

Thanks for the tip. I'll see if I can incorporate this one into my play as well. Sounds good idea anyway.
 
saundby said:
With kids I use a pair of standard NPCs that seem to work well. One is careful, thoughtful, and always right. The other goes back and forth between wildly optimistic and ridiculously pessimistic, is always wrong and never learns a lesson. This gives me two foils for setting up choices for the kids in the game. It has never mattered that the behavior pattern is repetitious.

The kids love explaining things to the "dumb" one, and even if all the choices he provides are stupid, they get a feeling of having a choice. I can also use the dumb one for warning the kids off bad ideas they may be considering. "Hey, we got lots of guns, let's just shoot our way in! They'll never stop us!"

I didn't come up with this on my own, by the way. I picked the character types up off of children's cartoons. They work like a charm for young players.

I often have the mostly-offscreen mentor character, too. This character gets used very sparingly. The kids get impressed enough that he's actually talking to their character you can get them to listen to a line or two of backstory. ;) Plus, praise from this character is worth more than a medal from a planetful of idiots. :D

Brilliant stuff, thanks!
 
Well we played the scenario I had written so far. Boy had a blast playing it though I definitely learned that I need to introduce more combat encounters for him ;-)

Didn't get a good start though when upon arriving to space station I asked what he wanted to do and his answer was "can I fight?" :D Boy oh boy...I pointed out he was supposed to be looking for that captain. After that he got the idea and followed the rather railroaded story and had fun rolling dices when I required. I made point to not allow him to find captain on the bar(easy enough. He rolled double 1 for the test) so he got the combat encounter and boy was he in it. He ACTED the fight according to my describition of it! I described how his punch sent opponent flying backwards and he jumped backwards straight into chair. Whole combat was like that. Then when I described how his character dodged opponents punch he asked whether that hit the other opponent. Well that's good idea so why not reward by making so. As it happened the one who got struct was the one who had received two solid punches already so fell unconcious much to the delight of the brother.

He was VERY dissapointed when the story ran out! Good! Guess I need to write some more ;-) Though I think I'll switch for fantasy(Conan rules though I'll reduce adult themes from the world obviously). Easier for me to think up fight based adventures.
 
tneva82 said:
He was VERY dissapointed when the story ran out! Good! Guess I need to write some more ;-) Though I think I'll switch for fantasy(Conan rules though I'll reduce adult themes from the world obviously). Easier for me to think up fight based adventures.

Sounds like it went pretty well.

Switching up rules on him already?
 
AndrewW said:
tneva82 said:
He was VERY dissapointed when the story ran out! Good! Guess I need to write some more ;-) Though I think I'll switch for fantasy(Conan rules though I'll reduce adult themes from the world obviously). Easier for me to think up fight based adventures.

Sounds like it went pretty well.

Switching up rules on him already?

Well. I'm somewhat less adept at making combat adventures with traveller than with D&D based rules. Shouldn't be that hard for him since his rule idea is mainly rolling dices when I say and I tell what he needs to roll.

Anyway I might play traveller with him again in future but atleast IMO worth a try to see which he enjoys more.
 
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