Archive for 'Dungeons and Dragons'

Introducing kids to anything hobby is difficult as it is what with peer pressure at school and a general feeling that rules can be a little bit complex for younger kids. I tried introducing my young daughter to Dungeons and Dragons a while back and I’ve had some degree of success. By success I mean how my daughter can role play a character and also interact with surroundings presented on a map and NPCs (Non-player Characters). Well, you may well think that this pretty much folly. However, I think something like Dungeons and Dragons can be a powerful teaching aid (maths, writing and decision making) and be incredibly fun for parent and child at the same time.

A game meant for a child 12 and upwards is quite daunting for a six year old so it’s obviously best to condense the rules somewhat. Through the attempts I made I whittled it down to D20, D6, D8 and D10 rolls. Simplicity is the key and I structured the dice rolling to two which are Success rolls and then Damage/effect rolls. For example, a player rolls D8 to score 4 or higher to achieve a hit. The player then rolls a D6 to score damage on the enemy. The good thing about a Lite game is that rules can be made up to fit situations and I usually do, however, I remain consistent throughout. I recently introduced a simple character sheet to help me with dice rolling consistency and it is attached here.

When DM-ing, we obviously don’t introduce dark threat into the story, especially for younger kids. Always keep proceedings light and fun. You don’t really need zombies lurking in every corner with flesh sliding from their rotten corpses! My daughter chose to play a Fairy character and I modified the rules to include things like Fairy Dust magic which turns enemies to stone or a frog! One of the made up scenarios I improvised was that a grumpy castle keeper had the keys to an important door and a potion of invisibility was left lying around. The objective was to sneak in a steal the key by using the potion. It was a fun situation that had the right amount of excitement to make the game enjoyable. You can throw in classic dare-devil rescue missions as well! Or perhaps just switch the action to a market place and have your players buy items with their gold.

Involving my daughter in the story telling process is also necessary. Role playing is essentially about the imagination as it’s always been said and I think RPGs stimulates that in kids. Allow your child to create maps with you. Ask them why things need to be where and obviously get them involved in the development of the story. You don’t have to use ready-made dungeon tiles either; sometimes cracking out the pens and colour crayons to draw playing maps can be really fun. Creating their own character and how they appear is also a key part to get your child in to the adventure. Get them to paint miniatures to move around your maps and it doesn’t matter if the paint job is no good as this just introduces your child into another aspect of the hobby which is equally fun. It always helps to grab yourself a few decent miniatures for the game as well – some standard dungeon bad guys will do.

The best advice is to keep proceedings fun as possible. Don’t be long winded or repetitive. Keep adventures relatively short (about 30mins). Overall, RPGs gets my vote for fitting in that all important family time.

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A more refined version of Castle Ravenloft, which was the first in the groundbreaking series of the D&D boardgames from Wizards of the Coast.

You select a scenario (or download or make one up yourself) and set up the dungeon tile decks based upon that adventure. It’s pretty much a build the dungeon as you go along type of game. The tiles deal with it various encounters and monsters. The game can be played both solo or with a group of friends. The trick to this game system is that the monster cards provide a certain behavioural pattern and this allows them to have their own sort of A.I. The card artwork is pretty plain, but the tiles have a nice feel to them reminiscent of old GW Dungeon Floor Plans series.

Mostly an enjoyable set of figures to paint. Great detail to them. A great tip for those with crooked figures is to dunk the figure in some boiling hot water. This will reset the plastic. The horned devils I had in this box were so bent over that they were almost leaning onto the tabletop. I put them in a jar of hot water and watched them reset to an upright position. I then rinsed the figures in cold water. I have to admit that I did find the multiple of the same figures a bit of a chore towards the end (3 snakes, 3 kobolds, 3 cultists,…)

Overall, a good tweak to Ravenloft in terms of better treasures to help you out and somehow the monsters don’t feel like they are endlessly generating and swarming you. After punching out all the tokens, I found that I couldn’t fit things back in the box again. I purchased a deck pack to keep the cards in and to free up some space in the box for the minis. Another good tip is to get hold of those smaller sized ziplock bags. They come in really handy for keeping the tokens in. Some have gone an extra step and gone for the Plano boxes with separated compartments.

Easy game to get into and the reference card holds your hand along the way when you start your first few games. Longetivity could be thrown into question once you have exhausted all the scenarios in the pack. Some of the smaller adventures can be played in around an hour. The specialised rooms help break up the usual explore, encounter monsters, fight monsters routine. I can only imagine Legend of Drizzt will further enhance the variety.

Buy Wrath of Ashardalon here

D&D Games

You might think Role playing games are a huge part of the video game market. Final Fantasy, Mass Effect, World of Warcraft and Elder Scrolls, just to name a few. As exciting as these games are, you don’t really have full control your character, and what happens to it. In a limited way you can choose how to respond in some games according to what the programmer has coded into the game. You constantly hear about artificial intelligence in these games yet the best intelligence is the human mind.

This is one of the reasons that table top role playing games (RPGs) are still a large staple of today’s entertainment industry. Most of the games are based to some degree on Dungeons and Dragons, which is essentially the patriarch of the role playing world. Dungeons and Dragons (or D&D), is a game that you get to choose your character, its skills, and how you can build your own personality. Designed by Gary Gygax and Dave Ameson back the Seventies, the D&D brand has certainly endured over the decades. Now published by Wizards of the Coast and in its Fourth Edition, D&D was streamlined into an accessible game for us curious folk. Hardcore fans may baulk at the suggestion of condensing rules but if it means more people exploring D&D and other role playing games, who am I to argue with that!

The game is run by a Dungeon Master (DM or Games Master in other cases), who lays out the story of what happens in the game. The Dungeon Master will tell you what happens, and then players can choose whatever they want to do. A player must describe his or her response to any given situation. For instance, if the Dungeon Master tells you that you see a dragon, and you want to try to teach it to play fetch, however ill-advised that may be, you can do that. (Or at least try). While you will probably end up with your character burnt to a crisp, at least you had the option to try your crazy idea; good luck getting a video game to let you do that! So with role playing offline so to speak, the player gets almost full control of his or her actions.

In most table top games, the success or failure of actions is determined by a roll of the dice. There are a set of rules defined, usually in a set of guide books, that determine what numbers equal failure, and what numbers equal success. For example in D&D, using the basis of a 20 sided die, when you try to throw a stick at the dragon, if you roll a one, you will drop the stick on your foot; if you roll the maximum 20, you will successfully entice the dragon to chase after it. This is a simplified version of events but it illustrates the significance of rolling your dice well. Failure to do so could be the difference between life and death for your character!

The success of a good game is essentially down to the Dungeon Master. This person must create a great story (or choose one of the hundreds of pre-made ones sold) which is played through the game session. The DM must also think about the story tone and when to add drama to the way the story is told. The DM usually plays the non-player characters that inhabit his or her world to draw the players in. They can add character voices, music and visual handouts to spice up the adventuring experience. It is truly a social gathering where the DM will ‘host ‘ the perfect story telling party. The most important thing is that DMs should not necessarily let the evening get bogged down by rules but allow it to flow organically through the players. Role playing games can be tremendous fun when done right and no, you don’t have to dress up like your character either!

There are tons of table-top RPGs being designed including ones around popular series like: Battlestar Galactica, Buffy, Star Wars. Warhammer RPGs and Doctor Who. In addition there are RPG worlds for vampires, werewolves, and even downright evil zombies. If you enjoy RPGs, chances are, there’s a role playing game out there for you. To play, you need like minded people and there’s plenty of clubs around cities that offer RPG, Board gaming and Card Gaming sessions. Here’s a resource to find out where in the UK: http://botw.org.uk/Games/Role_Playing/Clubs/.

Resources

If you want to see Dungeons and Dragons in action, look no further then here:-

Vin Diesel is a fan!:-

You can buy role playing games at Spinning Dice Games here

 

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