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Favorite RPGs we tried in 2024

By Hunter Goetzman | January 14, 2025

We love playing TTRPGs here at Mercury Adventure Club! For a good long while, I was playing only D&D 5e, and rarely felt interested in trying new systems. When I did finally try my first non-5e game, it was Dungeon Crawl Classics and a lesser-known game called Red Market. I played a session or two of Call of Cthulu, and even started what would have been an ongoing campaign of Forbidden Lands. I enjoyed all those systems, and would likely play each of them again in a heartbeat. I maybe wasn't ready for them, but now I love what they have to offer.

Disclaimer: We have not been given any products or money in exchange for these reviews. All games were purchased or acquired through normal means. We are offering these reviews as another way to engage with players.

In 2024, we played 11 games, and attentive readers will notice that we played two editions of the same game, and really explored games by Free League, along with two from Modiphius, and couple other publishers.

All of these games are good to great, in my opinion. If I had to choose two that I didn't enjoy as much, those would be Cyberpunk Red and Marvel Multiverse RPG. I wanted to love both, but I found Cyberpunk Red's starter set book to be tedious to read, and that made the rules more challenging and frustrating for my first go with the system. As for Marvel Multiverse RPG, it is a game that plays very similarly to D&D 5e in some notable ways, and as a fan of Marvel, I really want to like it. Some of the powers are difficult to understand in a rules-as-written sense, and ultimately, I don't know how the system does for the pulpy drama of comics, when the game tends to turn into combat encounters in the sessions I have run. My son loves the game though, so I will likely play more sessions really soon.

But I promised reviews of my favorite systems! Head over to MercuryAdventureClub.com/blog/game-reviews to read them!

What have been YOUR favorite games this year? Did you enjoy the new 5e rules? Did you play any other systems that caught your eye?

#CharacterCreationChallenge

By Hunter Goetzman | January 2, 2025

I had never heard of this challenge until folks on Facebook groups posted about it just before the new year. For any fans of Star Trek Adventures, I recommend joining the FB Group called Star Trek Adventures. They have a wildly supportive and active base of creators. The membership includes the game's Project Manager even (!) along with creators that run a fan-site called Continuing Mission STA, which has many free resources for enhancing your game. This is not a sponsored post, but this community is one reason I love the system as much as I do.

Another FB group worth checking out is I'm Begging You to Play Another RPG. While I don't endorse the level of snark sometimes aimed at "the ampersand game," I agree with the main premise that there are many, MANY amazing TTRPG games worth trying, playing, and supporting. Theirs is an active group, and the amount of comments to a question for a game request can be outright staggering. There is also a certain level of self-awareness (though not always LOL) wherein the users point out just how frequently folks suggest GURPS and Mörkbörg. I certainly cannot judge them, because I personally probably over-recommend games by Free League.

With the end of my winter break looming, I am not sure I will be able to successfully complete this challenge, but I have several character sheets I need to create this month anyway. Maybe (just maybe) this will be a good mechanism to keep me on track, but also challenge me as a creator/writer. And if any of these character sheets could be useful for supporting YOUR games, I am definitely happy to add more to the plethora of free (and hopefully) high-quality resources for any players looking to get a leg-up on their game prep. After all, I have definitely used many resources like this for my own games. They've been (figurative) life-savers and (literal) session-savers.

But to get all the sheets in one place, head over to the subpage of this blog and/or our Drive folder:

Character Creation Challenge
Drive Folder

How about you? Are you taking this challenge? If you are, we'd love to see YOUR character creations! We'd be happy to share a link to your own blog site or share online folders of your sheets. 

Gratitude

By Hunter Goetzman | December 15, 2024

For obvious reasons, the end of the calendar year, starting with Thanksgiving, is a great time to reflect on just how many kind, generous people are around us. I've been fortunate this year, for so many reasons. But the amount of gratitude I feel for our players, our GMs, and the wider community cannot be overstated. It has been an amazing second year of Mercury Adventure Club, and I am exceptionally proud of the various "firsts" we had, and the ways we got better at what we do. It's not to say there haven't been challenges and setbacks, but we have so much to be grateful for.

To our players...

Soon enough, the day will come that I will no longer be able to know all of our players by name. But for the time being, I am always interested in the people at our TTRPG tables, as well as their characters. 

We have such kind, welcoming, and generous players. Whether it is someone tipping their GM, picking up a tab or bringing gifts for everyone, being ready to help a less experienced player at a session, or lending books to one another, our players are simply wonderful people. Having been in the RPG scene for a decade, I've heard many stories of problem players, but I've never met them. The players I have met have been people I am truly proud to know. I'm glad to lead with the value of inclusive gaming, because what I've found are people who embody that everyday.

Not only that, but considering the number of youth players we have, I have to mention their amazing families! It is a privilege and honor to be trusted with such terrific kids. I've seen kids build friendships, gain confidence, learn problem-solving skills, as well as advocacy skills for themselves and others. I love being a witness (and hopefully a contributor) to their story arcs--and I would never be able to do that without the support of their families.

To our GMs...

We are a small operation, and the word "club" feels accurate in so many ways. I'm so glad that I've been able to welcome into this club creative, industrious, welcoming people who embody our mission. I am especially grateful that our GMs are sticking with us while we grow, and are giving me more and more reasons to start looking at Mercury Adventure Club as something bigger than a solo project. 

It is a difficult thing to transition from doing everything and being everywhere, to taking a step back to see the forest for the trees. The sheer talent and warmth displayed by our GMs gives me confidence to let them thrive, and to simply get out of their way. I know that our players benefit from this every session, but I am gaining new appreciation with each passing season just how much Mercury Adventure Club as an organization grows stronger by their presence.

To the RPG community...

I've definitely been known to say that I wouldn't have friends if it weren't for D&D and TTRPGs. Quite frankly, that is not hyperbole. I've never been diagnosed with any sort of neurodivergence, but I will say that making lasting friendships has always been a challenge for me. One thing I have always prided myself in, is to simply be the person anyone could be safe with. But to see that value reflected back by the people in the TC RPG community (and beyond)? Priceless.

For those of you who are unaware, TTRPG nerds will go above and beyond to create materials, explain rules, give advice and reviews, and answer questions. There are some online communities where even the literal authors of the books are actively commenting on posts by little ol' GMs like me. I personally try to give back when I can. This is a challenge sometimes, simply because people with more talent have done an exceptional job already. Whether it's local groups like Dungeons & Dragons Minnesota, Twin Cities Geeks, and Twinheim who have welcomed our posts, questions, and engagement; or the groups that serve a wider community; or the literal players who take a chance to play with us... I am so grateful for all your engagement, patience, trust, and what you offer back to the community.

It is only fair to mention that this whole project probably could have been lost as just dream if it hadn't been for Badwolf Adventure Studios seeing our first summer program as an idea to support. Two years ago, they said, "How can we help?" and now we are official partners on each others' boards, and we run events together for every season. In a world where we have monetized a hobby, I am glad that both they and we emphasize the love of the hobby and the community over the economics of the operations. It is clear to me that people and relationships are what matter to us. It is an honor to be among folks who agree.

On a personal note...

I personally couldn't do this if it weren't for my very patient and understanding family. My wife and son bear the weight of my absence, and as things get busier for me, there is just a little less of me left for homelife. I would be lying if I said that this project hasn't had its significant costs. Yet, my son encourages me by enjoying painting, designing, discussing, and playing games with me; my wife encourages me by collaborating with and advising me, and by forgiving my late hours and my diminished attention span. They both make me a better person. I am so grateful for both of them in my life.

Are you feeling sentimental this time of year? Would you like to share your own thoughts of gratitude? Maybe TTRPGs made an impact this year, or maybe it was the community. We'd love to hear from you!

Encouraging Role Play

By Hunter Goetzman | March 16, 2024

Folks who love D&D often also love actual play podcasts. I don't, but maybe I'm just not a podcast guy? At any rate, one thing that those professional players (and professional actors) do so well is role play and dialogue. They do such a great job, that it can be truly inspiring, if not also envy-inducing.

If you want to build up role play and dialogue, there are a few things you can do. I can't claim expertise in this, but I can say that when I have gotten it to work well, it was because of these three tips.

1. Shut up as a GM sometimes!

GMs run the game and all the NPCs, but if the players and their characters have a chance to talk to one another, let it happen! Most often players will talk to each other about strategy or wacky antics and pop culture references, but on occasion, they will start talking about their motivation or history. When this happens, the GM is best served by clamming up. Nothing will stifle that conversation faster than a GM's comments! Because a GM is often a referee, or we are similar to a teacher for needing to get the focus and attention of a group of chaos goblins. The GM voice has weight, and when it is dropped into a conversation, it can sink it like a rock in a paper boat.

2. Set up conversations within an encounter!

The trope about a villainous monologue is pervasive for a reason. But what if encounters start with a conversation, rather than with initiative? There may be a few lines back and forth that can build the story, especially if the NPC is fleshed out with a character voice, a name, and/or motivation or an agenda. Granted, your common wandering monster may not be able to talk (skeletons/zombies) or may not have much to say ("Hey, you're not supposed to be here!"), so this doesn't apply to every encounter. 

But especially in encounters where violence isn't guaranteed (or appropriate), it is the best opportunity to have a conversation that goes beyond the transactional. If the characters only care about getting or giving information, the conversation will grow dull quickly. If the characters sprinkle a little interest along with the relevant plot info, it can grow into a memorable encounter. A recent NPC referred to his several ex-wives, which led the players to ask about them. Another player asked a seer about her estranged father, and how she might find him. Yet another encounter was interesting because it was between a Catholic and a Protestant discussing religion while simultaneously judging one another for their denominational choices (I loved playing Vaesen recently).

On the other hand, with significant encounters, it doesn't have to START with a conversation. Or if it does, the conversation doesn't have to END once combat breaks out. The original Bladerunner film can legitimately be called "boring", even if I love it. However, the final confrontation was stellar because of the conversations that happen in between the action. This could mean pausing the action for the enemy to try to convince the party of the error of their ways. Or they might try to convince them to join instead, or double down on their threats. 

And don't shy away from a near-death conversation. Games like Bladerunner and The Expanse offer great opportunities for this; the former because of the noir + sci-fi universe, the latter because the source material is a space opera. The chills I got when a group of strangers came together and had a cinematic show-stopper of a conversation at the end of a Bladerunner session! I still remember what the players said months later.

3. Trust your players!

If you can trust your players to dive in, just trust them to dive in. This, of course, assumes that your players will actually want to dive in. But for every player that loves three-hour combat encounters, there are likely two players that want to play a TTRPG because they love the RP part of that equation. How many of us have written long backstories? How many of us considered carefully the personality options, background options, and a character's features/age/height/etc.? If these things didn't matter, they wouldn't have dedicated a whole chapter to them in the D&D 5e rule book, or Marvel Multiverse RPG rule book. Or any other system.

Still, where things like video games give dialogue options, TTRPGs don't have those structures. This means that the players are responsible for the direction a conversation goes. That can be a nerve-wracking experience for players of all levels! Yet without trust, the conversations will be short and anxious. Trust and encourage the players to take that spotlight for a moment. And turn the NPC into a nominee for best supporting character for that conversation.

Are you successful at getting dramatic role play in your campaigns? Have you tried these tips? Would you add/change/remove any?

Building Tension in Games

By Hunter Goetzman | February 24, 2024

I haven't written a blog in ages. Thankfully the reason is that I have been playing so much (and that we have a lot of amazing things happening at Mercury Adventure Club right now!). But it is something I like to do, and I usually have something on my mind that I hope others might find as interesting as I do.

I've been playing systems and sessions lately that rely on tension. The players are meant to be nervous, anxious, or excited about what is going on. There are amazing tips that you can find about how to build tension in a session or a campaign, with just a search. I have thoughts about those, but I also have thoughts about how it is achieved in the mechanics of a system.

"Less is More"
Lists talking about suspense, mystery, and tension in TTRPGs usually start with the bit of advice about giving fewer details to let the players imagine the monster under the bed. The logic is sound: fearing the unknown, letting the imagination run wild. A game master that balances this well might use vivid details about the environment, paired with sparse descriptions of the bumps in the night, or the movement in the corner or your eye... When it clicks, you'll have a party excited for every encounter or session.

Some even suggest using "theater of the mind" for such tension, as opposed to battle maps, terrain, and minis or tokens. The idea is that if you have a Xenomorph or Invisible Stalker figurine moving two zones, or 10 squares closer, it feels more like a game with pieces, rather than an intense moment. I did just that with a mapless, lightless labyrinth, and an Inivisible Stalker in 5e. It was such a mystery that posed a real threat for even level 13 characters, that I used it for a few encounters to great success before finally and silently dismissing it rather than leaving them with a concrete answer of whether it will return. An actual maze from a book can be a fun way to engage the mind , but if characters can navigate because the players see an overhead battle map, it takes away the mystery and tension of truly not knowing whether to go left or right.

Mechanics of Suspense
Free League publishing (I have no connection, nor any promotional deal) has put out systems that build tension into the mechanics that illustrate "less is more". In games like Alien RPG, Blade Runner RPG, Vaesen (also in Avatar Legends RPG from Magpie), the first clue in these systems is that rolls should be quite rare (outside of combat), used when there is really a risk or suspense of failure. They all also recommend that the player describe the action (in greater detail than, "I check for traps") with the roll coming as a high point to the story. 

Further, each system explains that only once can something be attempted (that a second character can't try the same skill check), and Alien RPG goes so far as to say that group stealth (mobility) checks are made be only the person with the lowest stat. It also means that the systems assume many trivial things are simply successful without a roll, so the checks are done for particularly important moments. Fewer rolls that matter more can be a profound way to add weight to each decision.

Other Mechanics
Vaesen has two neat ways to build extra tension. For starters, they don't have extensive stats and actions for the monsters/creatures the party will face, and focus more on the lore of the creatures. Fans of D&D's Monster Manuals often focus on the artwork and the bits of lore that are added. Vaesen focuses on exactly that (with a wonderful art style). Perhaps my favorite part of the monster descriptions is the "secret" that each creature has. Players can learn information that will help them understand or defeat the creature. Players enter an encounter with a sense of terror if they don't know how to defeat it, and a sense of anticipation if they have learned this secret.

The second neat way is that the "health" resources are low. If a character gets hit, they acquire either mental or physical conditions. When they have three conditions of either type, they are broken and unable to act. The system doubles down on these stakes, and the the conditions give -1 penalties to physical or mental skill checks. These are even cumulative, so two conditions proffer a -2 penalty. So it goes from bad to worse before your character finally breaks. As a treat, the conditions have RP and descriptive qualities, and a player might become "battered" and "hopeless". 

Avatar Legends does something similar with their conditions, and acquiring conditions gives a narrative quality that can really help build the character and their "balance" (a mechanic itself, it drives motivation like an "alignment"). Such conditions also cause a character to take certain actions, like run away or seek advice. This element does add an amount of rule "crunchiness" to the system, but it means that combat encounters can be a bit more narrative, cinematic, and could include climaxes in combat that are more satisfying than simply defeating the foes and taking their loot. 

Setting
Setting is an intense way to build tension. The retro-futurist noir of Blade Runner lends itself well to building tense moments. Add into it some good RP, and you will have breath-taking cinematic showdowns in a Moonbus behind the Hollywood sign on a rainy night. A derelict ship with a skeleton crew in cryostasis, or a colony on an ice moon that has all but been evacuated, are perfect settings for sneaking up on players. Traveling to a lakeside cottage 40 miles out of Uppsala on a day with only 6 hours of foggy daylight feels perfectly eerie as you investigate the ghost child the locals have seen walk the marsh. The goal isn't to surprise the players, it is to let their anxiety and tension build while they wait for the inevitable. 

Settings are generally changeable. This makes the setting it a logical step if you want to achieve a level of tension in your own game, without learning another system or reading another book of rules or lore. Of course, what would be scary in amidst the foggy jungles of Chult might be different than what would cause goosebumps in the alleyway of Waterdeep. But an castle filled with invisible duergar certainly felt as scary as the derelict ship with an alien life form. 

But what about you? How do you build tension in your games? Do you focus on environment, lore, or overall setting? Do you initially describe foes as vague, unknown threats, or do you introduce them in vivid detail? Perhaps you use certain mechanics, systems, or home rules that lend well to weighty scenarios?

Preventing GM Burnout

By Hunter Goetzman | November 18, 2023

As a teacher, I often find myself needing to "borrow from tomorrow to get through today." It is times like these where being a professional GM is kind of nice. Crafting stories with wonderful people, creating memories, having fun... I find running RPG sessions to be quite rejuvenating, especially when teaching gets tough.

But there are times that being a GM feels unsustainable. Taking responsibility for planning a session, prepping digital or physical maps, potentially minis and/or tokens and/or terrain, and (depending on the group) you might be responsible for the schedule or reminder messages or session recaps. All of this work happens outside the session, where a GM has to be focused, flexible, creative, and able to make rulings. I wasn't feeling anxious until I wrote that all out...

When the task of running campaigns and experiences becomes too much, try using these tips to keep you interested and excited about your role!

1) Learn Something New!

"Those who burn out are those who haven't refueled." This was a bit of wisdom imparted to me in teaching college. My instructor recommended we "refuel" by learning new things.

You could try to learn any number of things. Maybe you want to try your hand at painting minis, drawing maps, or do a deep dive into lore. My go-to is to learn about other RPG systems beyond 5e. I use all the above, however.

The downside is that learning something new takes time, and if you are burning out, time might be quite scarce. Still, and it sounds counter-intuitive, but investing time in learning can really do wonders against burnout.

2) Talk to Others!

You could take this advice to mean one of two things. One approach would be to talk to your party, friends, or family about the things that have got you overwhelmed. Maybe you just need to vent to feel seen and understood. It is important not to overdo it, but sometimes it is good to just be honest with the people closest to you.

Otherwise, the other approach would be to ask other GMs about how they manage their campaigns and sessions. The answers you get may include amazing time-saving tips or advice about the game. The answers might simply be commiseration instead. But it can help even hearing another GM say: "I know what you mean." 

3) Take a Break!

It is tough when a session can't happen without a GM; there is pressure to always be there. However, if players can miss a session, or someone has to leave early, or come late... so can the GM. 

A gaming group depends on commitment of everyone, but life happens. Any group would do well to have discussed scheduling, absences, and so on. Even if you don't have a back-up plan for a missing GM, taking a break when you need it could mean the difference between a bad, good, or excellent session in the future. As long as a break doesn't completely sap the momentum of your group's schedule, you should feel free to take a break before your reach your breaking point.

But what about you? If you are a GM, how are you doing? If you are a player, have you checked in on your GM? Tell me about it! Otherwise, what are some ways YOU avoid RPG burnout?

Agendas Can Bring a Game to Life

By Hunter Goetzman | October 26, 2023

"It's what my character would do."

It is such a loaded term that it is the frequent subject of memes, videos, and posts among gamers. This sort of thinking can derail a game and can alienate players, and even friends. Of course, the reason for this isn't because a player shouldn't play their character, rather that cooperation is paramount in TTRPGs.

But this post isn't about this idea. Or it is, but not really. Today, I would like to talk about a parallel idea: character agendas.

In systems like the Alien RPG from Free League (a stellar game I highly recommend), characters have secret agendas to accomplish during a cinematic scenario. This works amazingly in that system because the characters are pre-generated and designed to fit into the plot. It has me adding agendas into 5e a bit more. I wanted to give my guidelines for adding them, without it being a hard-to-use homebrew rule written by Some Guy. This is what I have come up with, and I will be trying to integrate them more into my campaigns. 

1) An Agenda is an Achievable Goal for a Session/Campaign

To start, let's define a character agenda a little more clearly. In a nutshell, every character would have something they want to accomplish. The timeline is tricky for sandbox-style campaigns, but consider it to be a goal for a session or particular arc of a longer campaign.

Examples I have experienced included some of the secrets from Icewind Dale: Rime of the Frostmaiden, where an amazing GM friend of mine turned my character's secret (find a ring) into a quest that would lead my runtish goliath on a quest to ultimately take the role of chief of his tribe. Another player searched for, and found, his long-lost mentor, only to realize that it was a simulacrum. When there was an opportunity to turn him into a "real boy", another player's agenda to assassinate the simulcrum led to some major dramatic moments.

On the smaller scale, my Strahd Must Die... Tonight! one-shot included agendas for each character. "You want to make the killing blow" and "whatever the cost, you want to survive" are totally achievable, and can really add to a session when a player embraces them!

2) Agendas START Hidden/Secret

Games like 5e rely on cooperation, so this can be a tricky situation. Secrets among friends or adventurers can lead to negative fallout, even if the information being kept secret isn't inherently something that would breed conflict if it had been shared transparently. It isn't to say that the agenda can't be shared, but it is possible that sharing could affect an outcome. In any case, it is something that the player should be able to decide if/when/how their character would share their agenda.

Keeping the agenda "hidden" means that a character might start acting in a certain way that shows the agenda. Stealing everything in sight is easy enough for a rogue to do, but if the agenda is to steal something specific, it can lead to some interesting dynamics. When my goliath started to look through the garbage to find a ring in the belly of a fish, it seemed like strange behavior to everyone else. But it also showed a commitment the character had to this heirloom. The other players knew the agenda, without knowing how it was written down. It can add depth and nuance to a game. 

3) Keep It Simple!

This is probably good advice for anyone about anything. But if an agenda gets too specific, or too complex, it does two things: First, it becomes harder to accomplish, and second, it can limit player agency. 

When kept relatively broad, a simple agenda can be interpreted by a player. This can connect them to the character and the story. Because there is interpretation, there is a level of built-in empathy, because the player has to understand what the character feels about the stated agenda. They have to consider what success looks like for that agenda. Okay, "You need to deliver the killing blow" doesn't invite much interpretation, but the player can still decide why it is important, or how to react when they are ultimately successful, or unsuccessful. 

Do you already use agendas in your campaigns? If so, do you have your own set of guidelines? What are some examples you have used or seen? If you don't already use them, what do you think about adding character agendas?

Building Community Through RPGs like D&D

By Hunter Goetzman | Aug 13, 2023

I was a loner in school. I don't mean to say that I fit the stereotype of the loner, gamer kid. I was always busy and around people, but my youth was filled with work, studying and rehearsals instead of gaming, hanging out, etc. I had trouble describing this during my 20th high school reunion this week, because I was always social, but never "connected".

So when I started playing TTRPGs, and specifically D&D in 2015, it connected me to a group of people that I would see regularly. I had friends

Imagine the impact, then, when I was able to reflect on the gift of friendship and community through gaming when I was sitting at dinner with two of my high school classmates who I now see every week for D&D. I told my two friends that reflecting on my trajectory, I never thought I would say that I still have contact with high school friends (because I didn't really have high school friends) into my adulthood. I am honored and grateful to have these two people in my life, along with my other friends and the greater community. There is something kind and welcoming and uplifting about the gaming community. These two friends in particular are the epitome of kindness and generosity, as well as creativity and fun.

But I also know that isn't always the case for everyone. So I am wondering, how can we build the community even bigger--or if not bigger, how can we make it stronger?

1) Sharing Out
When we tell people about something we're excited about, we are doing two things: we are being vulnerable and open, which leads to honesty; and we are also sending a message to others to not only listen, but also to share and engage. Social media can be great for sharing D&D stories. My favorites are always the ones where the in-game fiction isn't as important as the out-of-game feelings of success or connection. Maybe hop onto your preferred social media and post something about your latest or most memorable session! I am sure there will be people ready to add reactions and/or comments to your story! I'd argue that even sharing memes can build community.

2) Teaching/Reaching New Players
New players don't even have to be new to the game--maybe they are just new to your party! But if you feel the itch to play, invite someone outside of your "regulars" to join. Check out the local LFG/LFP posts and invite that desperate soul who has been waiting for their turn to answer the call to adventure. They're sitting at the tavern, looking a little anxious, don't you think?! And if the player truly IS new, be that mentor player that helps them understand their character sheet, or helps them plan their next actions in combat (quietly, of course). And remember: D&D is for EVERYONE! So include those who might otherwise be marginalized, and be the ally for every color of any rainbow, and every part of any spectrum, and every language any owl has tried to teach you!

3) Try Something New
We are creatures of habit, and so we might never step out of our "usual" to do something new. But there are SO many different gaming systems out there, and there are so many adjacent hobbies to gaming. So find a group playing the "other" fantasy RPG you and your friends usually joke about. Or try your hand at painting, or terrain building. Hey... Maybe YOU should be the DM/GM for a session! When we try something new, it means that we start reaching out to people for advice, or we go to the FLGS to pick up supplies and strike up conversations with the staff or the other patrons. 

4) Give Back
We have all been the ones searching for tips from RPGBot on character building, or have checked out websites with lists of feats that give a boost to CON, or spells that we should take, or explaining how to hold actions, etc. The beautiful thing about 5e specifically is the sheer size of the community AND the amount of FREE information we share with one another. Why don't you try to share what expertise YOU have collected? Share that flowchart you made for playing a monk, or your design for spell slot tracker, or the quick-reference guide or adventure journal you use. Give your knowledge to others, like others have to you!

Bottom line, I am grateful to the gaming community for teaching me so much, for being friendly and welcoming, for being excited and inspiring. Maybe this blog reaches three readers. And maybe of those three, only one does something differently this week. But anyone who benefits from that one person might pay it forward to make the gaming community just that much richer for it.

So what do you think? How has the RPG community been an important part of YOUR life? In what ways do YOU try to build the community up?

Am I too tough on my players?

By Hunter Goetzman | Aug 7, 2023

I have not written a blog in ages, and I think it is time to talk about something that has been on my mind lately. I am a tough GM. 

I am not mean. I am not playing against my parties. But I don't fudge rolls, and I don't back down from a fight when the party leaves an opening. And when characters (or players) make poor decisions, those pesky consequences have a tendency to come as a direct result. Go figure. 

Now, I am sure my parties are having fun. Really. 100%. I also ask them if they want the game to be set to "lethal" if the dice aren't working in their favor. (Remember to have a thorough Session 0, folks!)

But thinking back on this last weekend, I ran two sessions with youth players. I managed to knock 75% of the party unconscious before they even got into the haunted mansion of Saltmarsh. Clever readers will realize that means they were 1st level characters. 

In the second session, the party asked for more random encounters while traveling the unfriendly skies of the savage north from Storm King's Thunder. The manticores proved to be delightfully creepy and downright dangerous. The foes were able to reduce all but one level 7 character to single-digit HP (with one unconscious), and at one point managed to trap a character below deck simply by standing on the door. After realizing that they wouldn't get lunch if they stayed on deck, they opted instead to pop the air ship's balloon. The party survived, and all the players were laughing. Sometimes laughing about how much cowardice their characters showed. 

They also reminded me that I have killed four of their characters in this campaign. 

Which reminds me of a truly devastating encounter for one of my mixed-age parties. Two beloved characters died in the lair of a young red dragon living in Chult. Let's not forget that there is a death curse preventing their revivals. That one was really hard for me as a GM. I loved those characters, and I loved the ways they were learning and growing. And how they represented their players in small ways, too.

And now I realize that my Thursday party found themselves ALL unconscious by the end of an encounter. Thank Lathander that they all are stable. And that two characters were missing because of scheduling, so they will have a bard to revive them at our next session.

See what I mean? What a deadly streak I have been having!

So, do higher stakes make for a more memorable experience? I would say that no one from the tables will soon forget Sunday's sessions, or the tragic deaths of Evangelina and Eloise--that group resumed play last week with some new fun characters. But I also know that some of my favorite moments in D&D 5e happen when there are no stakes, just good role play. I should highlight some of those moments and see what you, dear reader, would share about your favorite RP moments.

So, by definition, I am the baddies as the GM, because I control the enemy NPCs in encounters. And fate can be unforgiving at my table, though I hope I manage to meet my players' decisions with fair--and above all, engaging--developments to their/our story. Do other GMs wonder whether they went too hard? Do players love a good challenge, or do they secretly prefer those guard rails never came off? 

The players split the party...

By Hunter Goetzman | May 22, 2023

It is a trope, it is a meme, it is published in the Player's Handbook... Never split the party! And what does the party go and do? They split up. 

May Ilmater have mercy upon them. Or...perhaps instead: May Tymora grant them good luck...?

I have more than my share of players (I'm currently running regular games for 35 players!) and at some point the party can't decide just one route to take. Despite the trope, splitting the party can actually be very fun!

Recently, I had a party split up, and I handled it the wrong way. I did two things that I rarely do, and I know are wrong, but I did them anyway. So to immortalize my mistake and to give you tips, here is what you should do instead. Three things to do (or not to do) when your party splits up.

1) Don't simply punish them!
Obviously, they maybe made a terrible decision (/s). But if you as GM simply want to expedite the negative consequences of their actions, that is more vindictive than fun. Splitting the party might mean that the smaller groups (or even single character) is stealthier so they avoid detection. They might not appear to be a threat, so a social interaction might play out differently. Obviously, it's dangerous to go it alone, and that danger should not simply disappear. But it also shouldn't become a reason to turn the difficulty up to 11. 

2) Don't "icebox" players and characters!
Look, to run a singular campaign is a big challenge. When the party splits, it means that some players and characters remove themselves from the current action. Instead of just letting that player (or players) sit bored while the rest of the party continues adventuring, you can keep them involved a couple ways. 

One of my favorite ways is to switch back and forth between the two (or Tyr help us, three) groups in a way that is similar to A- and B-stories in a movie or show, or like chapters in a book. Hitting a bit of a cliffhanger or point of tension and then switching focus can create good tension and give players a chance to think or take a break before they have to act. I always think of The Two Towers and how Gandalf is on the tower, while two hobbits are convincing Ents to join the fight, while the rest are running around. It is good story telling. It can backfire, though. 

The other way is to "icebox" the character, but not the player. We might not be able to switch back and forth, but the player/players could handle monster stats in initiative during the current events. That's better than scrolling on the phone and might even be a great way for a player to gain perspective about the intricacies of the game.

3) Don't metagame a party split.
We GMs are sometimes our worst enemies. We might suggest that splitting the party is a good idea, or a bad idea. Don't! Let the players decide what to do. There are some interesting things that can happen when the party splits, both in terms of narrative possibilities AND in game mechanics. Anytime we (or the players) metagame about splitting or not splitting the party, it robs the group of those amazing possibilities. And, like all things, if we punish or reward certain types of behavior from behind the screen, it will affect how the party does those things in the future. I would rather reward them with inspiration for trying something bold, but even that might push them to do it more often, or expect that whatever comes next is going to be lethal and instantly regret it. Instead, let the narrative and the challenge be its own reward or punishment. 

But what do YOU do when your party splits up? Whether you're a player or a GM, you've probably encountered this, so how did you/your party react?

One Power-Move to Engage Young Players

By Hunter Goetzman | May 15, 2023

Have you ever had a quiet player at your table? This is not unique to young players, and can be a challenge for any GM at a table with introverts present. There is a pretty amazing "power-move" that I would like more folks to know about. And, before we move on, be assured that the advice is not simply to tell introverted players to be more extroverted. The power-move can be called "Tell Me More". 

Some context: my kid has been reading since he was 2.5 years, and knows amazing things about math, science, geography, and more. He's BRILLIANT. He also struggles to communicate, and was for a long time incapable of having a two-way conversation. So we had to adopt this move to encourage him to practice language production, but also to simply encourage him to tell us his interesting ideas in a way that didn't make him feel like he couldn't communicate. People (especially young people) have a tendency to spiral when they feel they aren't making sense, or like their audience doesn't care. 

Imagine a kid who wants to share something amazing they discovered, or tell you an idea they are excited to tell you about. But instead of being met with excitement, the other person's response is: "What do you mean?" or "I don't get it," or "Oh...? Anyway..." Kids face this reaction all the time. Adults do, too, but they also faced it as kids. And if it happened enough, well... there are adults that don't like saying anything to anyone. It has happened to me, and still does. Even as an adult, it makes me feel like that lonely kid in 4th grade all over again. Anyone who's been stuck just outside conversations at a group dinner or happy hour knows how demoralizing it is to feel like know one cares what you have to say.

So let's talk about how to encourage that conversation to keep going! Any time a young player wants to tell you something either at the table or out-of-game, the first step is to be honored they are telling you. You may not know how much bravery it took to speak up. And if they are talking to you at all, you should consider yourself fortunate--they must trust and/or like you. The second step is to show that you're honored by listening intently. And third: Express excitement at their idea or their message. Be genuine. Be excited.

EVEN IF YOU DON'T UNDERSTAND IT. 

That's right. Let's say it was super confusing. Or maybe you lost track of the point. Express gratitude and excitement. And then ask them to tell you more. That's it. That's the trick. "Oh yeah!? Tell me more about that!" 

This gives them (and you, to be honest) another chance to communicate this idea and develop it further. They will be glad they can share, and you get a chance to build a better relationship with this young person. And if it didn't make sense the first time, hopefully it makes sense the second time around.

Why does it matter? Because building an environment where a kid can be genuine just might be transformational for that kid. It might also be transformational for your game. They chose to tell you something, and you're sending them the message that you're also choosing to listen. That is powerful.

So... how do you engage your quiet players (young AND old)? Tell me more!

Teamwork Around the Table

By Hunter Goetzman | April 22, 2023

There are several posts around Internetland that extol the virtues of role-playing games for young people. If you have any favorites, please do share them here! We at Mercury Adventure Club, LLC love reflecting on our practice and spreading the word about good ideas!

But let's talk about teamwork for a moment. 

Young brains are developing interesting things like a capacity to understand perspectives outside their own, and complex problem-solving. Because these are "under construction" and develop alongside experiences, what results around the table can sometimes be absolutely fascinating to watch as a GM. And coming from the perspective of teaching, this is what keeps me coming back to the classroom and the gaming table!

In a game where virtually anything can happen, it doesn't make sense to say that it will be "this" or "that", but let's talk for just a moment about some likely scenarios with young players.

Scenario 1: Follow the Leader

Obviously, this can happen with ANY gaming party, but young players might surprise you when it comes to picking a leader to follow. This can be amazing when a soft-spoken player is the one who comes up with an idea, and the rest add contributions to the player's plans. Something to watch out for could be someone adding so much that they, in turn, supplant the leader and change the plan. This isn't necessarily a bad thing, but it can undermine young players' confidence, so keep an eye out for ways to steer things back to the original plan, if necessary. 

Obviously, another pitfall is that the leadership roll falls onto the same person repeatedly. This can result in that person burning out (it can be exhausting to make decisions for people all the time...) and/or the party turning into only one player's show, and the rest are merely supporting characters. Talk to the leader outside of the game and check in. Sometimes asking how someone is doing is enough to make a big difference.

Scenario 2: Oops! All Leaders!

Young players are absolutely brilliant and clever! I love a session when everyone has amazing ideas, ranging from hilarious, to well-crafted, to surprising. However, this can devolve into every player losing agency because the group can't choose just one direction at a time. Sometimes the party can literally follow all the different directions (though they might need to rank/prioritize them). Other times, it is a true opportunity cost: saying "yes" to one idea means saying "no" to all the others.

If this arises, use that GM move to address it head on. Transparency is your friend here. You can resolve such issues in a few ways:  A) ask the group what their overarching goal in the campaign is, and decide which plan of action gets them closer to that goal, B) rank-choice voting on plans allows players to show that while their own idea is their favorite, they might actually like someone else's idea, C) find a consensus by taking thumbs-up votes. 

This last one is invaluable in the classroom: everyone gets a say for each idea, showing thumbs up (like it), thumbs down (hate it) or thumbs to the side (can live with it). The party follows the plan that doesn't have any thumbs down, or if there are more than one, the most thumbs up. If there is no clear winner, compromise is the next step.

Scenario 3: You Can't Make Me

Sometimes there is a player that has goals that lie just outside of the group's aims. Other times, those goals like WAY outside. When this arises, it is best to talk to that individual. In fact, it is SO important that you will have to decide whether it is best to talk to that person at the table, or in a side conversation in private.

How to know? Well, young people can be deeply scarred when adults embarrass or undermine them, so decide public/private based on two factors: How do you think the conversation will go? And will the rest of the group help the conversation move forward positively, or will it devolve into finger pointing and blame shifting?

However you proceed, the best way to adjust this sort of behavior is to acknowledge that the player NEEDS agency in the game. Remember that they WANT to exercise that agency in any number of ways. The conversation should be equal parts fact-finding and reminding that it is a group game. Look for ways to empower the player ("Would you like to choose the next __?" or "Is there something about the plan that we could change so it feels better?"). And then emphasize the impact of disagreement: "In a community, we sometimes act in the interest of the greater good to solve a problem."

When playing with players around the age of 12, we actually talk about the sessions as we wrap up and clean up. I ask how the session felt, or if they noticed how quickly they could defeat the giant, or cross the bridge, or whatever, when they worked together. I remind them that their characters may not always want to HELP a particular effort, but would they actively get in the way of success? These questions are good for character development and in-game tension, but they are also good for out-of-game "it builds character" and life-skills. 

Just remember: Young players are like old players with less experience, and sometimes you will have to guide them as a GM. Whenever you do, look for ways to support players' leadership skills, instead of steamrolling their efforts with your leadership skills. Sure you do the prep, but in the end it is THEIR world, and you're just describing it.

How to Build Relationships with Young Players (part 2 of 2)

By Hunter Goetzman | April 15, 2023

In part one, I wrote about building relationships with players who were not related to you. A quick recap: 

1. show up
2. treat the players the way they want to be treated
3. know when to step up and when to step back
4. own your own mistakes but share your successes
5. give young players agency any time you can, because adults make so many decisions for them

That was advice from a veteran educator. I prefaced all of that with the wish that more people would consider themselves responsible for the health, safety, and well-being of other people's kids. They deserve nothing less than a broad community of role-models.

But now I am writing as a parent. An amateur parent, probably. I have one kid, and he's only been my kid for six years. Any parent out there can attest to the idea that parenting is filled with mistakes and missteps. It is equally rewarding and terrifying to completely responsible for a young person's existence.

But let's say you want to start running DnD sessions with your own kids (something I have only recently started). What are the things a parent should keep in mind?

For starters, make sure that your kid(s) actually want to play a game with you. Parenting is a challenge because we parents want to project our interests onto our kids. It makes sense, and we aren't bad people if we want them to enjoy what we enjoy. We become... less good...people when we force them to try something they aren't interested in. The big tip: ask your kid(s) if they want to play with you. If the response is lukewarm, maybe push it a little, but take "no" as a full answer.

Now, let's say they say "yes". Awesome. Congratulations! You just won the parenting lottery, because your kid wants to do something with you. The next advice is to relish that moment for everything it is, but without being weird about it. (You're probably already being weird about it. Stop it.) Find a balance between showing gratitude, enthusiasm, and self-control. You know best what will alienate your kid, so be self-aware. Some kids might love to see you beam with joy. For others, it will be a turnoff. It could also be the difference between younger and older kids.

The third tip is about patience. Listen... I LOVE my kid. He's absolutely amazing in every conceivable way. Ask me about him and it will sound like I am bragging. He also can drive me nuts. I am sure your kid is utterly fantastic, too. But you would also say that sometimes you run out of patience, too...right!? Don't tell me I am the only one. While painting minis with my kid today, I had to remind myself to use my teacher voice and teacher pace. I was ready to get frustrated before I remembered he is six and hasn't done this before. BE PATIENT. Seriously. Pretend you're a saint. If you find yourself losing patience, go back to tip #2 above.

Coming to tip 4, I am making another assumption, but one based on over 15 years of working with kids and their parents. We tend to either over-estimate or under-estimate our own children. A parent knows their kid best, but I have seen so many amazing parents tend to place their own kids into a box of "they can't" or "they don't usually" that it breaks my heart. I have also seen them assume that the kid CAN do something they just aren't ready for. And in case you think I am judging you over here, I am not. I am totally guilty of this. Sometimes in the same breath, I over-explain something while expressing frustration that he doesn't have a natural talent for something. 

In other words, let your kid(s) show you what they can do, and also let them surprise you. It is not the same thing as lowering expectations, because that has a negative connotation. It is really just letting go of any expectations whatsoever. Your children are amazing! I really mean it: Let them surprise you--it is truly a great gift you can give them.

And finally, tip 5 is to communicate. In-game and out-of-game, share information about yourself and your thoughts and your hopes, and ask your kid(s) about theirs. Talk about the things you want to see in the campaign and ask them what they want. When they talk, LISTEN and try not to interrupt or talk over them. Playing DnD or other TTRPG can be the start of better communication, too, so let it be the amazing ice breaker that it is. 

In the end, the family that plays together, stays together. I think. I hope. But use these tips, and those from part 1, and let me know what has (or hasn't) worked for you! I've presumed you wanted to hear MY tips, so consider it a presumption that I want to hear yours, too!

Have fun with your kids! I bet they are truly amazing people.

How to Build Relationships with Young Players (part 1 of 2)

By Hunter Goetzman | April 9, 2023

In teaching, it has become something of a cynical joke to ask, "Have you tried building a relationship with the student?" This sentiment comes up especially when something is not going as intended in the classroom. In education, it is obviously paramount to build relationships (thus the joke...) but this is something that is important around the gaming table regardless of age, but especially with youth players.


If you play with a youth player in your family (bio relative or whatever), you have a built-in relationship, and that presents different challenges that I'll address in part 2 in the future. For this part 1, I'd like to focus on building relationships with those players outside of your family, be it at a community table, after-school program, or the kids that join your table as friends of other players. In other words, "other people's kids".


Well, for starters, I think the world would be much better off if we considered "other people's kids" like they were our own kids. I don't mean to say that I undermine the parenting decisions or prescribe sets of beliefs. I am not a perfect parent or perfect educator, and that isn't only because there is no such thing--I certainly have made my fair share of mistakes in both areas! 


But the first thing about building relationships with young players is to just "show up". Be interested, be curious, be caring and respectful. I don't have a to have a personal connection with a young player to value that player or their ideas and talents.


Second, try to live by the "platinum rule". Treat your players the way they want to be treated. That can simply be knowing whether they like to be "called on" for thoughts, or if that makes them feel too much on the spot. Or maybe knowing whether they want reminders about rules or if they want to use their own knowledge to make in-game decisions or actions. There are many other examples. Getting these sorts of things wrong can really alienate any player, but it can quickly erode interest or self-esteem with young players. And as they say in that Ted Lasso show: "All people are different people."


Similarly, it is important to know when to advocate for a kid, or to let the kid navigate something on their own. I say it is related, because some players will really wish they had back-up from an adult in their life, but more independently-minded players will not like the implication that they can't handle things themselves. You have to be the adult they need and want you to be. And if you're wondering, "How am I supposed to know?" the answer is two-fold. Step one: Ask ahead of time (in session 0? organically?). Step two: Ask if you handled it right AFTER a situation comes up at your table.


Which leads to the fourth tip: Own your behavior. If you make a mistake, name it, fix it, and apologize if it's appropriate. This is about humility and honesty. Doing this correctly means that the players can trust you even if (or maybe especially when) you make mistakes. It means they might also trust you when THEY make mistakes. And if you do manage to build a positive, supportive atmosphere, take a little credit for yourself (even privately), but then share that credit with the group. THEY are ones worth knowing. THEY are ones worth supporting. THEY are ones making the game fun each session. If the group can share the success, it is a powerful way to build strong relationships.


And finally, when it comes to building positive relationships with youth, recognize that young people are often affected (sometimes greatly) by adult decisions and behavior. Any time you can, give them space to think and act independently of those. Give them grace when the fall short of expectations, and especially when the situation is totally out of their control. This is related to power, and if you do this last one right, you will have fewer power struggles (and the group will have fewer conflicts between players). Ultimately youth are so similar to adults in so many ways, but with less experience. When they "do," they learn. When you support, they learn better.


So simple, right!? 


But seriously, if you are an adult in a young person's life, they deserve nothing less than the honest version of you that wants them to have a good time. If you are keeping that at the core of your time around the gaming table, you're doing something amazing. It builds them up and it builds up our gaming community. 

Get More Engagement in D&D by Using Tangential Hobbies! 

By Hunter Goetzman | April 5th, 2023

We LOVE getting young players engaged in TTRPGs! Anyone reading this likely already knows many reasons why games like 5e are a great hobby for youth players. 

But one of the best reasons is because the engagement can go beyond the tabletop session. TTRPGs can involve other creative outlets, ranging from writing to drawing, designing to painting, mapmaking to terrain pieces. Add onto this all the ways to consume more (podcasts, movies, TV shows...) and it's a wonder gaming nerds have any hobbies outside of TTRPGs.

One of the most obvious choices is miniature painting. This is something that seems intimidating at first, but as I tell my students in the classroom, and my players around the table... There is only one way to get good at something--you have to do it a lot!

If you are a mini painter, you know that you follow a process to get good results. You also know that you are better now than when you started! If you are sharing this hobby with beginners, especially youth, the most important part is to have fun. Fun makes it accessible. Fun makes the time go quickly. Fun means that you get "happy little accidents" instead of mistakes.

Just like around the gaming table, young players can excel at a new hobby like mini painting because they have TWO things: curiosity and creativity. Curiosity will eclipse feelings of intimidation or self-doubt (as long as it is a fun environment), and creativity means that one can enjoy the process instead of focusing only on the final product.

So grab those brushes and a basic color palette! From there, the basic tips tend to be: 

1. Dilute your paints

2. Start by adding multiple thin coats instead of one thick coat

3. Take your time and have fun!

What is a good age to START 5e with a kid?

By Hunter Goetzman | March 29, 2023

As a GM for youth, as an elementary teacher, and as a parent, I have thought a lot about this question. I have run sessions with kids as young as 6 (though my 5 y.o. kid enjoyed a very watered-down version just a couple weeks ago...). I don't make a habit of running the game for players THAT young, but I've noticed that some of my players at age 8-10 are more creative and engaged than even my veteran adult players.

But back to the question: How old should a player be? It really depends on a number of factors, and I would say a grown-up who knows the kid AND knows what 5e is about can make that call better than any internet stranger. But instead of just copping out on a real answer, let me address a different way of looking at the question.

5e and any other TTRPG is a game, with a set of rules, often accessories like dice or cards, and there is some emphasis on role play and cooperation. Well, some of my friends might disagree with this, but there are OTHER games that could fill that role in a young player's life. In fact, several board games could easily be a stepping stone or onramp to 5e, if you use them as such.

I'll give an example from my experience as a parent. My brother gifted my son a Euro-style board game (Outfoxed) that emphasized collaboration. The 2-4 players work together as detectives to determine which of 16 fox suspects stole the pie. The mechanics are simple, the set up a breeze, and the players can very much lose if the rolls aren't in our favor. But let's pause and think about the goal again: we need to work together to catch a suspect.

In 5e or similar game, that might mean investigation rolls, insight checks, role-played interrogations (please don't allow torture in your games, btw...). While those elements are missing in this particular game, it has the rules, accessories, and an opportunity to role play. I use voices and add dialogue ("You're no longer a suspect Gertrude, you're free to go") and collaborate with my party member ("Well, partner, should we look for clues, or identify suspects"). This is what we call "teacher moves" in education, so I will call them "GM moves" in this context. It introduces the idea of thinking as a character in a story, rather than simply following a set of rules.

Lest this post be shunned as "click bait" since I side-stepped the question, I will give one last general rule-of-thumb about readiness and cognitive development for 5e. 

Around ages 5-6, kids are not always ready to understand perspectives out of their own, though they may be able to pretend. They may not be ready if they only engage in "parallel play"--the kid plays NEAR others, but doesn't play WITH others. 

Ages 7-8, kids are getting a grasp of more abstract concepts, like passage of time, different perspectives and points of view. This could be a great time to start, but maybe take it easy on some of the crunchier mechanics (spell range, action economy). While they might understand the rules, they won't necessarily make the game more enjoyable.

For Ages 9-10, this age is my favorite as an educator. Kids are independent and brilliant, but still seek out the approval of the adults in their lives. It is a perfect time to bond over the love of a game. However, if you force it on an unwilling kid, you risk jumpstarting the next phase (pre-teens).

11-12 year olds can either be leveled-up kids, or prequel versions of their teen selves. Games will be successful if you have a great relationship and a lot of interest. It could also be the time that the kid starts saying they want to do things with other kids, instead of with you as an adult in their lives. If you're lucky, you can foster them in the hobby in a game with you, and with their friends, so it isn't either/or.

13+ Honestly... follow their interests. If they want to play 5e, sign them up for a campaign and be glad you can drive them to the session. Get them snacks and ask them about how their character did. If they want to play with you, you are an important person to them, so don't let them down! Keep your promises as best you can, and listen when they tell you things. The reward will be worth it.

Long post, but good luck out there!

Adults and Kids at the Game Table

By Hunter Goetzman | March 20, 2023

Having run games for mixed-age groups, there is sometimes a tension that brews. I have also seen plenty of sessions with NO tension, so don't believe for a second that you have to agree! If the tension is present, however, it usually ends up being one of two types:

1) The adults think they have to show the kids how to play; or

2) The adults think they CAN'T play the way they want to.

For the first type, the solution is simple: play long enough and the youth players will be the most impressive contributors at your table! But until then, foster a culture of players helping players understand character sheets and spell descriptions in between their turns in initiative. This can be aided by having "mentor" players, if needed. But the GM can absolutely set the tone by just listening to the player, instead of the people trying to explain on behalf of anyone else. And when things get sticky, the GM is the one in control of the "yes... and" vs "no...but" buttons I've mentioned in a previous post.

The second type is trickier to talk about, because it is nuanced. Some adult players think they can't have the type of fun they want with youth at a table. Youth players have reputations for a "chaotic stupid" or "murder hobo" play style. Now, I've played with adults who love a good antic-filled session, too, so let's just agree that there are tables where this is welcome, and maybe it is just a matter of finding the one for you. To those folks, worried that kids are less fun or too unfocused, I challenge you to play with a GM who specializes in youth games sometime, and try showing the game to a young player in your life. I think you'd find yourself pleasantly surprised.

But other adults like to believe that once youth players are present, that the session and spotlight MUST focus on the youth players. This may be an unpopular opinion, but I disagree! I think everyone should have a chance to stand in that spotlight! 

I'll write a future post about this, but until that time, I'll just say that in a game where collaboration, improve, problem-solving, and humor are all major components, we shouldn't edit out ideas before they have a chance to blossom into something bigger. The caveat is that no one should be THE dominant voice, but let's consider the alternative. Isn't it a little unfair to put all the creative problem-solving onto the youngest players? I might do that when I am teaching a math lesson--my students learn when they drive the thinking--but this is a game that thrives on group dynamics. Adults choosing to severely censor their ideas and contributions are actually shifting that burden onto the young players.

And think of it this way: Maybe the adult comes up with a terrible idea...until the youth player takes their own opportunity to say "yes... and..." or "no... but..." If the adult never says anything, the rest of the table never get a chance to workshop the idea!

"Kids Don't Have the Attention Span!"

By Hunter Goetzman | March 12, 2023

As with any game with rules, it is possible that we push young players to their limits in regards to attention spans and cognitive loads. But when things start falling apart, what can we do? 

Like anything involving young people (or any age for that matter), the best thing to do is to PREPARE. In addition to all the campaign notes, monster stats, battle maps, minis, etc., playing with young players means preparing everyone's minds and expectations. Some ways to do this are by asking if they want to play (instead of simply suggesting or scheduling it). Then, try figuring out together what they want to *accomplish* in their RPG session--you know, by asking them. Finally, when they tell you, try to accept the answer! There is no better way to gain trust with young players than by asking what they think, and then saying "okay". Likewise, there are few better ways to destroy that relationship than by asking them, and then ignoring their answers.

Once you have a table where people WANT to play, distractions still come up. Maybe it's phones, maybe it's stacking dice, perhaps one of your players decided suddenly they didn't want to play that day, after all. 

Instead of focusing on WHAT young players are doing to get distracted, focus on two other things instead: WHY are they doing it? And WHO is it hurting?

In education, we say that behaviors are communicating a need, so maybe there is a need to take a break, change the pace, or abandon an encounter, plot point, or even a session. As a GM with young players, stay as flexible as they are often asked to be (adult behaviors affect children's lives so very often, and they are always expected to resiliently adapt).

On the other hand, maybe a player just needs to tune out for a bit. Which means you should ask yourself: Is it bothering the other players? Is it just bothering me? Since you are building a community every time you have a session, you can frame it around that principal. "Leave the dice on the table, BECAUSE it is making it tough to hear when they come crashing down," is much more palatable. "Folks are anxious for their turns, so could you think about YOUR turn when you hear us discussing Drindaar's action?"

Then, it isn't about the phones, the dice, etc. It is about the community and the session. And if that doesn't work, talking about it plainly is the next step, but that is a topic best left for its own post.

"Yes...and..." vs. "No...but..."

By Hunter Goetzman | March 8, 2023

When running games with youth, it is important to use "yes...and..." as much as possible, right? Especially for kids starting in the hobby, we need to encourage them to take risks and try new things. In fact, when they can do that, they will often stretch our own understanding of how the game can be played!

Yet, because it is also important to build a framework, there are some instances where "no...but..." is the more appropriate response.  If the idea they come up with undermines other players? "No... but!"

But what are those "gray areas"? Maybe they want to use a spell "incorrectly" or they want to use an object AND make an attack. Maybe they are simply rolling terribly during a session and none of their attacks land.

Well, sometimes 5e can be disappointing. And at some point young players will have to learn to deal with that disappointment, too. But if it gets in the way of the fun, then we risk losing the game, and even losing the player.

Ultimately it is a game with rules, so how can we gently keep young players within the rules, but still thinking outside the box? Remember that D&D is all a matter of "what if", so if you navigate rulings with this mentality, you can find a way forward with your young players. Focus on the second part of "no...but..." and propose a way forward. Don't tell a player how to play, but give them a pathway they can try out. 

Young players will be grateful that they can learn about the nuances of the game, and you'll be glad they can manage to surprise you again and again.