@Woragarten Great video, thank you for that!
There are a few differences between our set-up for gaming (in the library) and the FNGS mentioned in the video, most of these kids already knew one another so the concept that everyone at the table is on the same side and works together wasn't even actually one that had to be covered moving into D&D. They want to work together, even when they break off into pairs to accomplish something they have yet to even look too closely at "You don't really have the dice for this so you can't help me." that I've seen on occasion with adults.
Of the kids, two of them had a vague awareness of what RPGs were (One of them is my youngest son, so he knew from being present in our house when gaming was happening what it was, but he had never played.) but for the rest of them this was entirely new for them and their parents. In all of those cases I also had to give the parents a very basic primer for it and have them sign a permission slip acknowledging that "Yes, my kids has permission to play D&D." so that there are no pitchfork waving bible beaters coming into the library.
I've found that the best tips I've accumulated so far are:
- Keep the sessions on the short side. 2 hours at a table "in character" is a pretty long stretch for a kid's attention span outside of school.
- Provide snacks! (But not a bunch of sugar, because once they start going wild it's hard to reel them back in.)
- With this # of kids, have 2 GMs. The head GM runs the story, but with the kids there are questions that can be answered to keep things running smoothly and the assistant also has a quick review with each kid individually before their turn in initiative that starts with "What do you think you would like to do?" and looks at their sheet with them to see what they can do. It's helped build that notion of planning what you are going to do before your actual turn happens, to keep things happening at a good pace.