My thought of the moment is about how Candyland works as a game. This is because A) I do a lot of thinking about game design and B) I have a three year old daughter
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Man, I never liked Candyland. Even in my earliest memories (going back at least to age 4), I recall being distinctly aware that games like Candyland and Chutes & Ladders were not games at all, because there were no choices to be made. We still have a copy of the Santa's Helper choice-free game from Peanut Butter magazine, where your elf is supposed to tour the board racking up the four different sorts of presents by randomly landing on the right space, then taking them (along with a similarly-acquired raindeer) to Santa's sleigh to win. We also have the house rules that let you go your die roll in either direction instead of just clockwise and the additional components we crafted over time, such as the pop gun to blind other elves temporarily and take their stuff, the motorcycle helmet to protect you from the pop gun, the shovel to make tunnels to other parts of the board and permanently alter the topology, and the pet dog that moves independently and can pick up presents and dig tunnels. (The dog was really overpowered.)
If you're old enough to recognize the lack of choice in Candyland, you're probably old enough for a different game. Or to hack it into a game better suited for you, which is awesome.
That dog sounds like it has the same mechanics as the overpowered dog in Betrayal at House on the Hill.
Encouraging said small child to continue playing once a game is started and pointing out the random element of winning also come to mind. As well as just showing interest in interacting with one's children.
Teaching and enforcing rules and encouraging good behavior while discouraging bad behavior, mainly. On the level where the child is making actual decisions, you act as the feedback loop that provides clear consequences for their choices.
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But I like this. I've played Candyland with said 3 year old. And I do my absolute best to be the adult participant that I hope you want me to be.
I might be more tolerant of her games to filter it through the lens of this entry, though.
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That dog sounds like it has the same mechanics as the overpowered dog in Betrayal at House on the Hill.
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