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So, in my eldest son's school they started a special program for kids high on the spectrum. In this program they have one class that they attend that helps them learn things like socialization.

 

So, during class if they have positive attitudes and respect each other for the whole period they get 10 points a day. They must get 100 points to earn a reward day. For example, they earned their reward day last week on Thursday but it took them nearly six weeks to do. They chose free time and popcorn which they got Thursday.

 

For their next reward they chose D&D.

 

Now, playing a session of D&D in 45 minutes is nigh impossible, and so I started an email conversation with the teacher and offered to help.

 

Including teaching the kids to paint minis of their characters. ::D:

 

I suggested pregenerating the characters and having an adventure where they protect a village from zombies or goblins (sorry Buglips) or something.

 

So looking for ideas and suggestions how to successfully pull this off.

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You are absolutely right on for it being pre generated characters, and one-ish encounter.

 

On the characters I'd suggest big slightly over the top tropes, and a few odd ball characters like a talking wolf, and a little girl/boy who is either a dragon or a sorcerer or something like that. But one personality trait that could be role played to the max. (And cheesy is ok here.) and every character should have a twist, like the big barbarian is horribly afraid of mice, or the wizard can only cast spells if he has his wizard hat and etc.

 

I'd say the scenario should have one scene, but there is some surprise or twist near the end. If it's zombies someone had an amulet that is actually summoning them.

 

Goblins, one of the characters finds out they are actually a half goblin with amnesia and it's his/her birthday and that's why they are attacking trying and trying to steal their stuff, and etc.

 

Basically run it like a super short con game, and I think they will have a blast.

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Consider running it like a board game with a grid map. PCs take a path through the village exploring barns, sheds, empty houses, etc, open doors, find goblins or skeletons. Each has a clue to lead them to the next location.  1 or 2 hit baddies, except the boss monster which requires cooperation to subdue. 

 

This eliminates the random wandering around that takes so much time, they have short objectives -- the next house or hut, and the clues keep them on track and moving. 

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Pathfinder has short adventures at the end of their comics that shouldn't take an hour to get through.  They also have "Quests" for PFS that use pregens and are designed to be run quickly (~1hr).  They strings together for a broader narrative too

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Are they going to have time to paint minis and game? :unsure:

I think the plan is to give the kids time in downtime in class to make their characters, another day where they paint minis, etc. Build up the goal so they get a full experience.

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For many years the 'Parent's Day' at the summer program that I used to teach at, I would have what I called a 'Hack & Slash' - capture the flag with miniatures, and a vastly simplified D20 system.

 

One side Good, the other Misunderstood.

 

Either a single 5th level character or a pair of 2nd level characters per player.

 

One player on each side could play a 'Giant' - who could pick up stones that I had scattered around the table and throw them.

 

Also scattered around the table were Teleport Pools - either six or eight - when a miniature (except for the giant) jumped into the pool then I would roll the appropriate die and the figure would disappear, to show up at the pool matching the number rolled. (Yes, there was a chance that the model would show back up at the pool that they started at.)

 

Jumping into the pool while carrying the flag means that the flag goes back to where it started, while the character gets sent to whatever pool was rolled.

 

I could get in about two games in an hour.

 

The Auld Grump

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