For guardians: These are our rules for your Young Hero, written for them. Read it together before their first adventure. It takes about three minutes. Everything here comes from the Young Heroes Code of Conduct, just in words a younger player can hold onto at the table.
What We Ask of Every Young Hero
Be kind to everyone at the table. Some players will be brand new. Some will know every rule by heart. Everyone gets treated the same way.
Call people what they ask to be called. Use the name and the words each person asks you to use. If you get it wrong, fix it and keep playing. Nobody expects you to be perfect. What matters is that you try.
Speak for yourself. Talk about your character and your own ideas. Let the other players speak for theirs.
Take turns and let people finish. Your DM will make sure everybody gets a turn, including you.
Say something if you hurt someone. "I am sorry, I did not mean that" fixes almost everything.
Keep your private things private. Do not tell anyone your last name, your address, your school, your phone number, or where to find you online. Not even if they seem nice. And do not ask another player for theirs.
Play fair. Play fair. No changing a roll after the dice land. It's OK to not always succeed! Failure can also help move a story forward in exciting ways.
Things We Do Not Do at a Young Heroes Table
Tease, pick on someone, or be mean on purpose
Use bad words and rude language
Threaten someone, even as a joke
Make fun of a player for not knowing the rules
Flood the chat with messages, capital letters, or emojis
Record, screenshot, or take pictures of other players
Where Your Game Happens
Your adventure happens in two places. That is all.
Zoom. This is where you see your DM and the rest of your party.
D&D Beyond. This is where your character sheet lives.
If anyone asks you to go anywhere else, another app, another chat, another website, another game, say no and tell your guardian right away. It does not matter who asks. It does not matter how nice they are about it. You will never get in trouble for saying no.
If Something Feels Wrong
Sometimes a game goes somewhere you feel uncomfortable. That is not your fault, and you are allowed to stop it.
Say so. Tell your DM you want to change or skip what is happening. You never have to explain why.
Tell your guardian. Right away, while you still remember it. Even if you are not sure if it was a big deal.
You will never be in trouble for telling. Not with your DM, not with your guardian, not with us.
