Roleplaying games have always been about imagination, fun, interaction, creativity, and good times with friends. In the early days of RPGs, games were targeted towards college-age men who played complex wargames. As the strategy and tactics of wargames became less important to RPG design, a premium began to be placed on imaginative scenarios and good roleplaying interaction. Such games as Traveller, Runequest, GURPs, and of course Dungeons & Dragons fostered the creation of worlds of imagination and ties between friends. Then, with the advent of next generation, adult-oriented games like White Wolf's Vampire: the Masquerade, gaming took on a harder, tougher edge.
Today, with the advent of Dungeons & Dragons 3rd Edition and the d20 Open Source Gaming License, roleplaying is once again on the rise. Small press game companies publish electronically over the Internet. The rising economic tide raises all boats, as even independent gaming companies find an audience for their material.
But the next generation of role-players is growing up *right now.* And the competition for their mindshare is fierce: from the day they are born, children are offered endless distractions: the Internet, video games, television, CDs, MP3s, DVDs. And yet, how many of these entertainment outlets are *passive* rather than active? How many challenge a child to think critically, to interact socially? How many teach them that for every action there is a reaction? How many show that decisions lead to consequences? I don't think many do. But RPGs do these things, and more.
Kids need RPGs in this day and age. And for parents who are already roleplayers, gaming offers a new way to relate, a new language to share.
This journal is about kids and roleplaying. Since I am such an advocate of kids playing RPGs, I've felt it necessary to create this place. I'll be very interested to hear what other people think about the topics put forth here, and I'll try my best to keep this Community updated with information of interest to kids and RPGs.