I'm running a game for four eleven year old boys this weekend for my little brother...

I'm running a game for four eleven year old boys this weekend for my little brother. I've been playing for years and I am really excited to get them started into the hobby.

Thoughts on a good adventure to start on?

What are systems with really fast character creation? I was thinking Red Box Hack or something OSR

Advice on DMing for youngins?

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wizards.com/dnd/files/MS_HeroesHesiod.pdf
connect.ala.org/files/Risus15.pdf
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Stabbing goblins
Find the werewolf
Vampire hunt
Ripoff the plot from Evil Dead: army of darkness

11-year-old boys get so obsessive they can figure out pretty much any system. Probably faster than old-timers, so don't sweat that part. They don't need anything "easy".

The D&D 5E adventure in the Starter Set. Mines of Phandelver, is a good one.

GURPS Lite

Introduce them to fatal

wizards.com/dnd/files/MS_HeroesHesiod.pdf

Or just run RISUS
connect.ala.org/files/Risus15.pdf

Ain't no 11 year old got time for rules and shit.

You're going to rape that boipucci, aren't you?

Mutants and Masterminds, kids love superheroes

Find the werewolf was my initial thought as well!
You think so? I'm worried about attention spans but maybe I will be surprised
I had not heard of Heroes of Hesiod. This might be perfect!

Dungeon World is a pretty good first-timer game, for all its faults.

BX my dude

Seconding, they will love it

This.

Just replace the "fuck"s as needed.

Just do 5e.

Yeah, this. 5e will be the best option really. It's simple enough to pick up, complex enough to really have fun and give an accurate representation of RPG's, and it's easy to manage both as a player and a DM.

Not everyone is a fag and/or memers. Kys cuck.

>Advice on DMing for youngins?
Genuinely design a tutorial mission
Even structure it like a video game.

Or basically tell them early "okay at this point you could react this way and do this thing"

Just make sure they know what they can do and encourage them to do a lot.

Do fucking burning wheel, kids have such an autistic level of focus they'll probably understand it better than you

5e is really a decent bit crunchier than you need for a first game for eleven-year-olds which presumably isn't going to be part of an extended campaign. I mean, it's quite doable, especially as the GM can do much of the work himself, requiring comparatively little knowledge of the rules by the players, but it's still probably overkill.

This one is aimed a bit younger, but you could easily flesh it out a bit.

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