Wow, these are very good ideas, do you mind if I update the OP to add them?
Go ahead. As far as I know, most users won't mind having their contributions to a suggestion added to the original suggestion itself, at least not if they're given proper credit.
In addition, I've always believed that dwarves should also enjoy the pastimes of Bowling, Darts, Chess, and various games of Cards, Tiles, and Dice. Again, different civilizations could randomly be assigned which specific games they know, such as Poker & Dominoes vs. Whist & Mah-Jongg. These new games would mostly just add flavor and give more stuff to craft . . . although Chess would be a useful pastime to encourage, as it trains Analytical Ability at a very high rate.
. . . even with experience gain penalties you might still wind up with children being at master skill levels by the time they grow up. I wouldn't think that the skill a child gains through play would be above 'dabbling'... except for prodigies who could do actual work.
So use the child's age as an additional limiter. Start with a 50% cap on their experience gain because they're not doing it for their livelihood, and then multiply by ( 10% * ( age - 1 ) ). That way, a 4-year-old playing Hide & Seek would get only 15% of the Ambusher training that an adult stalking a real quarry would get, whereas a 10-year-old, nearly old enough for the real thing, would get 45%. Add in time for skill rust, and only kids that
really love Hide & Seek will suddenly turn into Proficient Hunters.
If you want smiths, make toy forges. If you want soldiers, give them toy swords instead.
It shouldn't be that easy. Sure, the player should be able to
influence a child, but it should still do as it pleases. Most importantly, children should naturally prefer games that they are already good at--if a child scores highly in attributes that are used in a certain game, the child would receive more happy thoughts from winning that game. As the game would almost certainly also
raise those same attributes, a positive feedback loop is created, where the child cultivates a small number of favorite games, and generally shuns others (unless asked by a friend), thus specializing the child toward a certain set of skills, and therefore toward a more particular set of adult professions.
Tag and other running games should train (the currently nonexistent) Speed, not Strength.
You mean Agility?
Nope. Sure, I'm glad Agility exists, but it's just as irrelevant as Strength when it comes to running. You don't see Usain Bolt trying out for gymnastics or weightlifting, nor do you see
those Olympic athletes attempting the 100 meters, and that's because there is very little overlap between those skills.
According to the wiki, a dwarf's walking speed is determined by an average between Strength and Agility. A much better setup would be to have it determined by Speed. Strength determines how much additional weight can be carried (& up what kind of an incline) before it starts to cut into the dwarf's movement rate. Agility would control the amount by which having to negotiate a trap-filled corridor would slow the dwarf down. Etc.