3 ms·
It's still moderately complex, but as with any of these games it can be delivered in language like "what do you want to do?", and then you walk them through doi
by lostcolony 8y ago
It's still moderately complex, but as with any of these games it can be delivered in language like "what do you want to do?", and then you walk them through doing that (along with accompanying dice rolls, modifiers, etc).
If you go this route, ask for what kind of character they want to play, create/find a pre-gen, and go from there (don't bog them down with character creation, -especially- if they want to be a spell caster). Don't worry about going into depth in the rule system beforehand, let it come up organically. Try to get a game with friends first so you know the rules, so you don't have to slow down to look things up, and be willing to adjudicate freely (as kids, especially, may want to do very unorthodox things).
All the usual DM/GMing rules apply. Make failures as spectacular as successes. Try to describe things in ways that are interesting, rather than just "you hit it for 8 damage". See if the kids engage. If they do, they'll pick up the rules as you play. If not, move on.