Themes
Settings that carry a whole adventure.
A theme is not decoration. A good one makes the puzzles obvious before anybody explains them, which is most of the work of running a game for children.
Pirates come with a map, a chest, a key and a reason to count coins, and a six year old already knows all of that. Spies come with codes, a mission briefing and a reason to be quiet. A heist supplies a floor plan, a time limit and a guard rotation. A haunted house explains why the lights are off and why a room is locked. Pick the theme that already contains the puzzles you want and half your explaining is done.
Age matters more than taste here. Pirates and treasure work from about five to nine and then drop off a cliff. Spies hold from seven to about thirteen. Detective mysteries and heists work from ten upward and keep working on adults, which is why they are the ones to reach for when the group is mixed or when teenagers are involved and would rather be somewhere else.
Guides







ThemesPrintable Christmas Escape Room: The Locked WorkshopIt is Christmas Eve and the workshop is locked. Four puzzles on one sheet open it, and the password at the end tells them they got it right.2 min read