Have you ever played/played/ran a game with a child adventurer? Like <13 or an equivalent?
You realize you've just jinxed the thread right.
My group ran a prequel of our party as childhood friends
About a week ago we played an ongoing Halloween themed game where we all played as kids going trick or treating but there was spooky supernatural stuff.
Also currently a
Steven Universegame, the one character is 11 or 12, and one of the focuses of the game is helping/preparing her to become a proper adventurer and adult.
I played a mute Child Vampire once in VtR. Everyone really liked it.
Since he was weak physically he made up for it with political maneuvering and occult knowledge. Within two sessions I was the leader of the group, getting carried around by the biggest dude.
It was fun.
Played one session in a friend's 5e game. I joined the party as a LG Dwarf Cleric. Already there was:
-Dwarf Rogue - my character's brother, supposedly CG
-Lizardman Monk - idek what this character was about but it was called like Xxzikkaxx the Devourer or some shit. Also wore some animals intestines as a hat.
-Human Druid - Four years old. Four.
They were in a town and had just received a quest of some sort. DM offered them a few quick minutes of shopping before they leave town and run in to my character. Four hours later, I had still not been introduced as they went on a murderhobo spree in the streets because the child decided he wanted to go shopping for a puppy. The Lizardman who was acting as the closest thing to a parent figure decides to randomly start murdering people in town when they don't know where they can find a pet store. Child begins harvesting bodies, claiming that he was "collecting sternums", while the Lizardman was filling what it called its "Blood pocket".
Eventually the DM caves and gives them a fucking pet store. They go in and the child decides it wants a ferret instead of a puppy. Whilst they haggle over the price etc, the Rogue tries to break in to the owner's residence above the pet store and alerts the guard dog. Owner steps outside and begins yelling at the rogue to get down off the roof as the rogue flees into a nearby alley. In the meantime the child and lizardman begin looting the pet store of any animal that is small enough to fit into pockets: lizards, mice etc. Also they steal the Ferret the child wanted. DM has begun having a heart attack at this point and is looking at me for help as I idly dick around on my phone. The rogue jumps into this side alley that has a dead body in it, DM lets me play a town guard who walked by at that exact moment.
Long story short, they fought the law and the law won. Never playing with that group ever again.
I've played a child beast tamer who picked up anything he could find, every one thought he was just a hoarder but when ever i went back to town i would disappear and sell my "goods" in the city markets. i used my money to take care of my companion tiger who was suffering from a bone disorder. was pretty cool to play.
One player once played a 11-year old noble girl. The game begun with her entire family being murderer, their servants being murdered and their home castle being taken over while they escaped for their lives with the girl, her guard and two guerrilla knights who were sent to serve allegiance to the now-dead lord. It was pretty fun.
That sounds right fucking adorable.
Lilo, people aren't going to worship Pudge. And no, asking Stitch to beat up non-believers won't help.
Way way back when I actually had ideas for a 3.5 splatbook about playing non-adult adventurers called "My First Adventure"
Outside of that, my dream campaign, either to DM or play has been to basically play something that captures the spirit of a Ghibli/Miyazaki film, crossed with Gravity Falls style lore and adventure.
I played a 12 year old mage boy once who basically a prodigy. Because old beardy wizzards are boring.
By the end of the campaign he was 17 though, so not sure if it counts.
I hope your fellow, older adventurers took you under their wing and taught you how to be a good man in that time.
On that note, was your character missing a father/father figure beforehand?
Played a character idea I had, your stereotypical prophecy "chosen one" kid fantasy staple. With the expected mentors, assistance and fate, he managed to save the world from evil at 12. The world celebrated, his fame was known to near every intelligent being, and there begun a golden age of promise. However, the prophecy only read up to his saving the world, and after that his fate was his own.
The game itself started at this time, where the kid having fulfilled his destiny now had to fend for himself in the world. His mentors left him since he didn't need their help anymore, the assistance he got ended since it was no longer necessary, and his fated victory had passed. All he had left was the magic items and objects he'd attained in his epic journey to save the world.
It created an interesting situation where the kid had been steered and groomed his whole life to save the world and then was left high and dry, to continue his life on his own, when saving the world was all he knew how to do but the world no longer needed saving. His situation wasn't utterly hopeless, since because of his fame and hero's soul/blood, he was welcomed and accepted wherever he went. The problem was because of this and his age, everyone sought in some way to exploit him. Like royalty wanted to marry him into their families, guilds wanted his membership and endorsement, cults wanted to sacrifice him, dragons wanted him in their horde, etc... but he wanted to continue to do good and be a hero, even though he could have taken the easy way out. In the end, it wasn't the world-threatening evils that were the biggest threat to him, but the scheming machinations, and mundane evils.
Definitely one of the more interesting and favorite characters I've played.
another idea I had had for a "child's adventure" was actually one that would be about the children of famous adventurers going to a special 'themepark' where kid's get to go on their own little adventures and everything is enchanted to deal non-lethal damage.
They would train with park staff. and fight them. And meet up with the kids of other adventurers. Some of them antagonistic jerks who insist the PCs' parents 'ain' so great!'
>that awkward moment when your childhood bully is the son of the evil overlord your dad toppled and now he's got a score to settle with you.
My group is filled with history nerds, and simulationist dorks, so we often look to history for our character ideas, plot, and drama.
That being said, people have played child characters, more often than that they are squires, pages, rescued whores, etc... The young characters fulfill roles that they did in history (helpers to older more experienced folk)
We don't treat them like level-headed adults (the players in-character), and they're roleplayed as still learning, or helpers and assistance (cooks, camp followers, etc...). Sometimes someone wants to play one as a PC, so that's cool. Generally speaking though, they aren't involved in crazy combat or heavy negotiating and politicing - they're still children. So long as the player who wants to play them realizes that they won't be big-boy adventurers due to plot reasons, it's totally fine (And, for the record that has been the case. No barbarian lolis wielding tree trunks in our group.)
Yeah. Kinda got one right now. Experimental small group thing. Collaborative fairy tale town sort of thing. One of the players made a pretty huge choice, turned back on a pact. Rescuing a kid from a bad end timeline. But the kid is still marked as doomed, which basically means a narrative 99% chance of dying anyways without some truly heroic player heart.
But right now she's some rough tough 13 year old urchin hero with a sword who wants to defend the weird dream town that took her in when she ran away.
I dunno if that counts.
I sort of have that in reverse. Where a bad time in fantasy land means children keep blossoming as Paladins in troubled lands spontaneously, doing little miracle shit like raising dead bunnies or healing their ailing mothers as a start.
Yeah, you get my idea pretty much, but i was thinking about going for a "they're trying to do the right thing" while his magic stems from evil gods/magic such and such.
Any means for protecting who needs it, because its just power right? and whats good or evil depends on how its used (at least thats what the old man teaching him would say)
I'd say that you could have a comfortable and enjoyable take on the whole Magic Of Children with the simple statement that a child's innocenct is like divine crack fuel to any magic, forcing it to do things it normally couldn't.
You could even have a setting where children manifesting class levels of any kind, especially in dark/divine power, is an infrequent semi-historic time.
Or have some variant of necromancer that calls on the dead for fortune and curses and deals. Only since the child is an innocent, no contract is binding, even if the demon or death spirits they summon still take out the task. So the child is very dangerous for a long time as essentially having a malicious genie roulette.
I've always thought that would be cool. Powerful but obvious bursts of uncontrollable magic, raising undesirable things or even turning a thriving town into lush greenery and all its inhabitants into part plant (if it was divine power).
I kinda wish-washed on that, either raised an orphan by a Necromancer with soft spot for kids or full Necromancer lineage.
But that just reminds me of the 'Necromancer family' idea i read from a screencap once.
Almost akin to crooked wish granting, it could go really well or end up really shit depending on who's spirit or demon he summons.
Actually just a kid with a 'crooked genie' would be fun if that was the case. Some sort of amalgamation summoning gone wrong, in a desperate attempt he binds the thing to an object. Its super powerful but has its own whims and desires.
That's exactly what it'd be. Like, imagine, someone who can summon demon hell-grade wish magic granters, but since they're Innocent they have full 100% protection, but not idea of any consequence to begin with, because they're using this power for some hurt but 'pure' purpose (revenge, divine mission, parent). Cheat code, basically. Never have to sell the soul, just endless bad wishes.
But each wish fucks some things up baaaad.
I kinda want to have one child stick onto the group, for the sake of testing their characters' social skills and having something innocent to contrast the shitty world they're all stuck in...
but I don't want it to be that fuckin archetype where the child is some shit-ass prodigy that NEEDS to do the THING and the group protects them for the whole remainder of the campaign.
Try giving that child a connection to a plot important NPC. But don't make the relation between the child and said NPC close. Distant relatives like a grandpa that the child fondly but barely remembers would do nicely as long as it tells your group that this is important to the plot and that the potential payoff is worth the campaign-long escort mission (child's grandpa was a retired adventurer that gives them an armful of powerful magic items that helps immensely with final boss). To sell the setup, make the child persistent in his/her attempts to join the party so that eventually your group will reluctantly give in along with an encounter or two that puts the kid's life in danger within party proximity to tap into the adult fear. If you're aiming to get your group heavily invested with the child, have the child be active and interact heavily with the group (make it so that one of the party members have to be on babysitting duty). Either by talking about mundane topics (child makes fun of a character's quirk), helping out in investigations (child volunteers to be bait), or battles (gathers courage and actually kills someone with a knife to the back or provides support by distracting the enemy), or be the unwitting instigator of random encounters (the kid's innocent demand for their favorite snack turns a casual supply run into a purge of an underground gang network that uses said food buisness as a cover). Also play up the child's value by having some enemies actively target the child during combat.
Otherwise they'll just ignore it and if they do take the child along, they'll treat him/her as a sack of potatoes with no personality.
Hope this helps.
You could always go the elric route and have them try to summon back their dead parent(s) with results that push or require them to pursue more necromantic knowledge
Last time i played a necromancer, he was a man who made a pact with death to gain infinite necromantic knowledge in exchange of his physical form, and once I did, I gained new forms for me to inhabit so I never really died, you could do something similar to that as long as your GM is okay with it
Running a game of 5E with a Zelda homebrew conversion on top of it. The only girl in the group was playing a rogue that everyone thought was a kokiri but was actually a hylian girl looking for her parents.