Cross posting on a few ttrpg communities, hopefully that is alright!

BLUF: Any recommendations for session zero, game systems to run, and co-dming with teens?

As a bit of background:

I used to run Hero Kids games with my wife back when the kids were 8, 6, and 4. They enjoyed them and we occasionally run other games with them now, but the younger ones aren’t as interested in them anymore, so getting them in has been more difficult. All of them have differing levels of ability to sit through a game, and keeping combat turns quick has been a key focus.

My eldest is now 12, and is interested in playing more TTRPGs and learning to DM her own games. She’s been playing D&D 5e weekly with a group of teens at a FLGS, but she’s probably one of the youngest ones there. She’s also neurodivergent, as are several others in that group. So there’s often been struggles with things not being done “the right way” as well as attention spans growing short and wandering. The gaming group has already grown too large and unruly and been split once, so now it’s two different games meeting every other week each instead of one game meeting every week.

The owners of the FLGS have expressed interest in having other people help run games for teens there, and I’m interested in helping, but I’m less fond of D&D 5e myself, especially for teens with short attention spans. So my idea currently is to come up with a “Survey of TTRPGs” and just run one shots in multiple systems, and end with offering some games where interested teens can run a one shot and I’d just serve as co-dm with them. I’d be available to help plan, as well as to help run the game day of.

My thought process here is that experiencing several different systems would help expand their experience of play styles, and would hopefully make it easier for them to accept players at their table having different preferred play styles. The experience would also hopefully illustrate different situations and scenarios in play, and make it easier to accept new ideas at the table. To me, the ideal help for the ongoing situation is to have a group of teens willing and interested to run games for other teens, and my daughter is interested in being one of those teens but isn’t comfortable doing so yet.

I want to start by coming up with a session zero that is geared for teens, and then do some very rules lite systems for the first few weeks. The goal being to introduce some role playing concepts and decision making options without a lot of rules involved up front, then work to other systems that have additional rules as time goes on. I imagine we’d start with something like Heroic Tales, work in Tiny D6 based games, look at some OSR type stuff, check out some PbtA, and end on D&D 5e and/or Pathfinder 2e. When we make it to the point of offering co-dm sessions, the kids could pick anything we’d run already as the base system.

My personal struggle is that I enjoy a lot of systems, and am interested in a lot more that I haven’t gotten to play yet. So I’ve been trying to work several of those into this idea. I tried to work out a list of systems, and eventually had 13 one shots I was going to try and run, with multiple options in systems at basically every one of them (and multiple genres to boot), and I feel like it is probably just a bit too ambitious, and want to pare it back further.

So does anyone have:

  • Any tips to offer for running games for teens (current group is ages 12-17),
  • Suggestions for systems that have quick combat turns to help maintain the interest of short attention spans,
  • Extra tips for Session Zeros that come up more often with teens than adults
  • Enttropy@kbin.social
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    1 year ago

    Hell yeah! Your daughter is a crunchy-gamer in the making! I can relate to her in the sense of her wanting to play things with a solid structure that she can study and master, to keep her engaged. I think that she will enjoy Savage Worlds.

    If 5e is rules-heavy, then SWADE is a rules-medium system. The slowest part is making a character because the system is universal and there are a ton of options, but as a DM, you can curate the options for your players. Also, there are Savage Settings and one of them is “East Texas University.” Teens will be able to relate to the school setting but “rad-idfied”. They get to role play as university students who then solve mysteries, join fraternities, hunt monsters, drive and modify badass combat cars, etc.

    Also, maybe it’s time to introduce the kids to Cyberpunk RED. It’s not hard to learn or teach and the game itself is fairly lightweight.

    Otherwise, for the smaller, Index Card RPG or EZD6 can work. Both are super streamlined and they retain that D&D feeling. Also, games using the LUMEN system can give the kids a nice dopamine rush. The creator basically states that his system is meant to make players feel like Overwatch or Diablo characters. In contrast with 5e, in which players often hoard spells and powers for the “right event”, LUMEN makes everyone use their spells and special skills all the time in fast paced combat that resolves super quick. Check out ”Nova" and “Light”.

    And personally I don’t like them, but you can also show them the FATE and Ironsworn/Starforged systems to broaden their horizons and make them experience a different perspective which they might love.

    • Enttropy@kbin.social
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      1 year ago

      Oh and tips to keep them engaged, well you need to read the room and identify which parts of the game they enjoy the most and the least, and the reason behind that.

      Give them what they want and make all of them participate. With adults it also happens, but it’s way more prominent with kids: some will talk much more than the rest, and some will be ashamed or have shyness to let themselves go. You need to kindly guide the shy ones into the spotlight and reward them for participating.

      Also, when you narrate the places and events, ask them to complete your idea. For example: “As the group follow the trails, a vendor interjects them and tries to sell them micro-hamburgers, but Player #4 doesn’t loose focus and realizes that just around the corner, drenched in the glow of the neon lights from the skyscrapers, is the vehicle that Mr. Jenkins gifted to the group… What does this vehicle looks like, Player #4?” Do this every now and then for places, NPC descriptions, the smells and sounds, etc. Make them have as much agency as possible in the world building, instead of just having them react to your dice checks.