psocoptera: ink drawing of celtic knot (Default)
[personal profile] psocoptera
I've had "write about our further adventures with No Thank You Evil" on my to-do list since August, and my to-do list needs... well, I almost wrote "to die", but what it really needs is some aggressive cycling off of old lingering items so that I don't feel overwhelmed adding a bunch of new items. So!

We've now played three more times, after the first time... I wrote a continuation of the first boxed adventure, which we played out over two sessions, and we also played the second boxed adventure. I definitely felt like I was improving as a DM for my specific kids with practice... still sometimes underestimating their risk-aversion! "No, *really*, I *really* think you're likely to be able to sneak by the owls, *please* go the rest of the way down this tunnel and find your plot coupon for the next part." I mean, obviously, grown-up parties don't always do what you want them to either, but I feel like grownups are more likely to get actively hung up on the wrong thing than just be like "there is only one interesting thing here but we're scared of it." I guess *as* a grown-up gamer, I have this trust that the DM has chosen reasonable challenges for the party so that whatever happens will be interesting to play (and has maybe even done some math on how dangerous this encounter is), and as newbie gamers the kids haven't formed that yet, especially when they learned in the first session that I was willing to let them take damage, which for them feels too much like "getting hurt" to be fun. So, I mean, I guess we established a basic level of *dis*trust there. Even though the system tries to make it really clear that when you take damage it's more like getting tired than getting injured, that sense of losing something/having something taken away was too upsetting for them. Which is a neat challenge, in a way, to try to *really* shake up my "damage and danger" mindset for how I think about what happens in a game - maybe those aren't important aspects at all! - and also try to think beyond damage to an entirely positive or additive system where things can be gained or not gained but not lost. (Which is... not really the No Thank You Evil system, but I like to think of it more as a launchpad than a blueprint.)

Anyways, things the kids like, an incomplete list: funny voices for NPCs, non-being threats to fight like grappling roots (non-being is awkward but I mean things that aren't either persons or animals), pictures of what places look like as well as maps, win-win scenarios where success is figuring out what you and the NPCs want and how to help each other, simple puzzles like using the size-changing mushroom to shrink to fit into the tiny tunnel. Possibly my very clever "to find the dragon's heart, remember the dragon's scale" wordplay, or at least I think Junie appreciated that, I'm not sure Quentin did. (They had been picturing the heart as a handheld object, but the dragon was like hill-sized, so the heart was like room-sized... unfortunately I think both of them jumped mentally to like a weighing scale rather than either skin-covering scales or size-proportion, which muddled things.)

For their next quest, Junie has expressed a wish to go shopping, having acquired a number of coins, so I need to come up with some kind of plot that kicks off from there. Presumably either Find A Thing or Deal With Someone Causing Trouble, the two basic D&D plots. I haven't been feeling inspired but I think I need to remember they'll care more about me drawing a nice picture of the setting and doing funny voices than the plot being interesting. :)

Date: 2018-10-06 03:40 am (UTC)
jedusor: (neuron art)
From: [personal profile] jedusor
I enjoy hearing about your gaming adventures with the kids. All the kids I hang out with on the regular are kids of hardcore gamers who came to terms with the concept of damage at age two, so it's interesting to think about how different kids might approach this stuff.

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