I love long cutscenes... IF they aren't bland. Most children RPGs or RPG maker games are just Fetch this, or worry about something you don't care about. My suggestion is to have very little story at the start, keep it extremely basic, until the 1st tutorial boss, where you can establish more information. in most cases, people want to explore a bit, and test the waters, but complex mechanics and story they arn't too worried about yet. Wait 2-3 bosses for really complex mechanics being forced to win. (but make them available early, for those who don't want simple attack/potion strategies) Similar to storyline. make the basics give them the freedom to play around, while leaving enough information there if they want to seek it out. (like from NPCs in town, who walk around randomly.) If you don't have that OMG hook, don't bother slamming them with too much dialogue. An example from a friend. She started watching Avatar. The show is very simple and cliched, along with some terrible writing. but she watched it as she worked on stuff around the house. Barely paying attention to it. But as the show moved on, she slowly became attached to the characters and cared to know what happens. This is a good example of people can react to storytelling in RPGs.