The "Youth" game draws to a close

The PC's battle the final boss in a semi-active volcano
A while back one of the younger members of my group, part of the "second generation" tier of players, decided to run a D&D game for the other young members using Fourth Edition rules.  His choice, I suspect, is based on the fact that Fourth Edition is pretty easy to run insofar as you can just use their XP guidelines and roughly "one encounter=one hour of play" ratio to come up with sessions fairly easily.

You'll not hear a single critical note from me about this campaign, merely an observation that it suffered from the fact that since it was not the regular "house" game (or games, since there are currently two) then it wasn't really part of the schedule in the minds of the players.  That made attendance spotty and eventually a couple of parents would sit in to round out the group.  I was one of those parents, and so I got a chance to play an RPG that I had not for many years.

The good part was that I got to play an action-packed game with lots of tactical decision making and flashy powers.  The bad part was that I got to play a game that focuses on action, tactical gameplay, and powers.  Oh, and goes pretty slowly.  The novice GM a good job, especially when trying to wrangle a bunch of teen players.

But after whacking the major villain (a dragon, no less) this campaign is now in the history books.  There's some discussion about replacing it with another campaign run by a young person, so we'll see.


  1. "campaign run by a young person" - that's when you know you've done something right - when they want top start running their own games.


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