Daneel Olivaw
SOC-11
I would like opinions and suggestions for my upcoming attempt to ensnare my kids in MTU.
Thematically, it will have the potential for all my favourite trappings of Traveller-esque far-future hard SF - interstellar empires, vastly different technologies and societies on different worlds, trading and odd-jobbing from one planet to another, ancient schemes hatched by some unseen manipulator, just now coming to fruition (or disaster, unless the players intervene), etc., etc...
My kids are still relatively new to RPGs, and to some extent they need to be hand-held through character concepts and creation. They have difficulty taking charge of the situation as players; they sometimes "freeze" at crucial moments, unless I make it obvious what their choices are. Of course, some of this could be the result of my shortcomings as a referee; I'm a little rusty and hard-pressed for time these days.
My daughter is a tentative sort, a little afraid to make decisions and take risks in the virtual RPG world. Almost 13, a real dreamer and artist, likes fantasy - especially anything to do with dragons. I'm wondering if she might like to play a displaced noble from some fallen, dragon-themed ancient dynasty, struggling to regain its place among the great powers.
My son, age 10, is bolder and more action-oriented. He's interested in the engineering and mechanisms of things (his favourite toys are building toys), but can become bored if there's not enough action. I could easily suggest to him a soldier or mercenary character, but I could be missing something.
What might anyone here suggest as a type of adventure or campaign that will balance their playing styles and encourage them to take risks? What experiences have you had with this?
I would really appreciate any suggestions or observations.
Thematically, it will have the potential for all my favourite trappings of Traveller-esque far-future hard SF - interstellar empires, vastly different technologies and societies on different worlds, trading and odd-jobbing from one planet to another, ancient schemes hatched by some unseen manipulator, just now coming to fruition (or disaster, unless the players intervene), etc., etc...
My kids are still relatively new to RPGs, and to some extent they need to be hand-held through character concepts and creation. They have difficulty taking charge of the situation as players; they sometimes "freeze" at crucial moments, unless I make it obvious what their choices are. Of course, some of this could be the result of my shortcomings as a referee; I'm a little rusty and hard-pressed for time these days.
My daughter is a tentative sort, a little afraid to make decisions and take risks in the virtual RPG world. Almost 13, a real dreamer and artist, likes fantasy - especially anything to do with dragons. I'm wondering if she might like to play a displaced noble from some fallen, dragon-themed ancient dynasty, struggling to regain its place among the great powers.
My son, age 10, is bolder and more action-oriented. He's interested in the engineering and mechanisms of things (his favourite toys are building toys), but can become bored if there's not enough action. I could easily suggest to him a soldier or mercenary character, but I could be missing something.
What might anyone here suggest as a type of adventure or campaign that will balance their playing styles and encourage them to take risks? What experiences have you had with this?
I would really appreciate any suggestions or observations.