The game I'm running, as I mentioned, is D&D 4e with the Essentials books. This makes the game relatively straightforward; the themes are not complex. There are villages. Villagers. They need savin
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To counter what THOSE adults said, yes, it feels board gamey, but I expected that going into it. I mean, how else are you going to involve kids in something like roleplaying (as opposed to rollplaying) without giving them a basis of how to act. For the one or two sessions I was there, I attempted to demonstrate in broad strokes that my character is not quite Lawful Good, as an indication to the kids that not everything is black and white. Jimmy's playing the Paladin, and thus I get to harass him. Added bonus :).
I think it's working out really well -- and I agree with you. This is like training wheels.
And Mighty Bob is doing much the same as you, from a different angle, and the kids are all really getting into it. It helps a lot that Mighty Bob uses an accent; they can tell when he's speaking as Blaith vs. as Bob. They had a really good, in-character, discussion, about what to do next to try and defend the villagers. This is the fun part.
Running a really, spectacularly stupid character is difficult. I've decided to write all my good ideas down as notes and pass them to my son, who is playing the genius wizard. Seems a good compromise.
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And Mighty Bob is doing much the same as you, from a different angle, and the kids are all really getting into it. It helps a lot that Mighty Bob uses an accent; they can tell when he's speaking as Blaith vs. as Bob. They had a really good, in-character, discussion, about what to do next to try and defend the villagers. This is the fun part.
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