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Showing posts with label kids. Show all posts
Showing posts with label kids. Show all posts

Sunday, May 24, 2009

Tiny Art Director

Just a quick pointer today. Tiny Art Director is is blog site where an illustrator takes art direction from his young daughter. She tells him what to draw, then critiques it when he's done. Funny, cute, petulant, drawings of dinosaurs... what's not to like?

He's got a book coming out too, so add that to your amazon list, whydontcha.

Saturday, February 21, 2009

Kids these days: any other quests?

Ran an intro game of D&D for a couple of boys tonight, ages 12 and 10. I enjoy presenting D&D to brand new players, because they haven't been trained in roleplaying game-think yet.

When you've played enough of these demanding, complex games, you learn to see the game system first, and think in its framework. It's like learning art on a computer. Fantastically versatile programs exist to help you, but you wind up imagining inside the program's technical limitations.

So the D&D naif brings a jarringly unexpected set of assumptions to the table. (One woman I played with, who had a perfectly competent character, spent an entire session hiding in a cabinet. Because holy crap, people are shooting guns and fire blasts outside! Better to just stay safe.)

This has been my standard thinking for a long time about new players. But tonight, these kids tricked me by bringing a different jarringly unexpected
set of assumptions to the table. Having already played the crap out of Final Fantasy and half a dozen other console RPGs, these kids were not D&D naifs. They were tabletop naifs. Drawing on unmediated experience to inform their behavior was strange territory.

Excerpts:

Me: If you run out of hit points you fall unconscious.
Kid: What's that?
Me: You fall unconscious every day. What's it like then?

Kid: How much does a backpack hold?
Me: You've got a backpack at home, right? It holds that much.

The standout of the evening came after presenting entirely unsubtle clues that the Mad Alchemist's cave awaited exploration, and that there might be treasure. The boys then decided to ask around town to see if there were "any other quests." Thanks to computer games, they (quite reasonably) assumed there would be a handful of townsfolk loitering, with various problems to be solved. They would get to pick the most appealing one.

Also in a paean to overcaution:

  • Long minutes were spent on Hide skill practice, followed by confirming Spot checks to see how well hidden they were.
  • Rabbinical attention was paid to the number of arrows carried, and recovered, after combat.
  • The sorcerer brought 20 torches, and the dwarf purchased flint and tinder for firestarting, despite the fact that he can see in the dark.
  • They purchased a 10-foot pole and a mirror, and used them frequently, in ways that would make Gary Gygax proud.

I enjoy attempting this sort of thing, but every time, I am humbled. Improvisation is a hard skill, and understanding your own expectations is at least half the experience.