I ran my third MG session with my two kids (9 and 11), which they really enjoyed, even though I muffed a couple of things.
First, I had a conflict (argument) that I struggled with. For one, I went completely blank on whether they could use any aids on the disposition roll. I had to stop and confirm in the book, which was frustrating. We also struggled role-playing the argument because we were too vague about the argumentative equivalents of feint and maneuver. It wound up breaking the flow. I know what the book says (feint = misleading statement to lead to a foolish statement; maneuver = "confusing rhetoric), but the kids had a tough time with those definitions. To make it worse, their Persuader skills were awful (2).
If anyone has great examples of verbal feint and maneuver that would work with kids, I welcome them. I can think of them for adults. In hindsight, I should have asked them to play what they would say in addition to selecting an action, though I don’t think that would help with the definitions, but it would require them to know what they’d say before the turns in the conflict.
FWIW, one thing that went well with the conflict was when they tried to avoid it. The conflict is that their escort wanted to stop and camp for the night, and they wanted to push on to the next town. At first they agreed. I immediately made a wolf sound that changed their minds about camping there. Though they lost the argument, they agreed on a compromise that involved them carrying the escorted mouse on their backs. It had a fun, animated ending.
The second thing wasn’t entirely frustrating and was probably their favorite part of the session, but I thought I could have done better. I ended the GM Turn with them arriving in Darkwater and seeing two mice (a boatmouse and a town captain) arguing loudly. The Players’ Turn seems to be an open part so I let the game go a bit, though I wasn’t sure where to end it.
My son failed to remove his Tired condition, and my daughter successfully removed hers. They had no other Checks to use. I explained what all they could do in the Players’ Turn. And I had in mind certain obstacles and conflicts. As a little background, the boatmouse wanted the captain to arrest a newcomer at the inn, blaming him for some property damage. Any attempt to argue with the captain or boatmouse would be another conflict. Looking for clues would require skills tests.
Instead, they merely questioned the boatmouse and talked with a couple of other mice. We probably had a good 30 minutes of different conversations in which they learned some background. I might have made them into Circles tests, but I didn’t see any obstacle in what they were doing because they were interacting with friendly mice.
The problem IMO was that I somewhat arbitrarily ended the Players’ Turn. I had a list of a dozen mice in Darkwater that they could have met, but I stopped it for two reasons: 1) They hit a slight lull in conversation and activity, and 2) they were getting close to doing things that I thought would require tests or a conflict. The kids were okay where we stopped it, but I can see where things can really stretch out if a GM lets them. Still, I wouldn’t have wanted to cut off their conversations, which were fun.
When I read the book, the Players’ Turn seems to be somewhat open–that can include restocking, initiating conflicts, removing conditions “addition to taking care of other, miscellaneous business.” Have others allowed a bit of dialogue in the Players’ Turn? If so, how did you find a good stopping point?
At the end, I think we have a nice set up for the next session. The boatmouse had made an ultimatum to arrest Greyhand, the newcomer mouse, or he would report to the Harbor Master with some vague political threat. The goal will be to help the captain resolve the dispute, but I’m thinking about giving them some room as how to do this with multiple possible test or conflicts.
One last thing: In a Conflict, do the successes and failures count towards advancing their skills? If so, would they get a check for each Action in the conflict? Or one overall for the conflict?