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Does WotC suck at selling games?
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<blockquote data-quote="jrowland" data-source="post: 6385813" data-attributes="member: 94389"><p>Ultimately, I think WotC is well aware of this. Its not new: Make More DMs, and the players will come. To their credit, they have intro games, as [MENTION=43019]keterys[/MENTION] mentioned (along with Lords of Waterdeep et. al.) These products create players with a lexicon of terminology that is truly needed as a baseline. Some even have the "funny" dice.</p><p></p><p>I think "Chose Your Own Adventure" type products would be great, but I don't think its the panacea the Angry DM leads us to believe, nor is a "DM tutorial". Do they help? Absolutely. I learned to DM with the Mentzer Red Box at 12 and my little brother as my sole player at 10. We did this for nearly a year before he invited one of his friends over.</p><p></p><p>One thing I had that kids today don't have: Anonymity to fail. My brother and his friend (and soon my friends as we grew into the game) didn't know any better. We didn't have examples of great play, great PC builds, epic stories. There was no podcast of Chris Perkins leading A-List (D-list?) geeks through dungeon crawls. I would have given up had I seen those and beat myself up thinking I was doing it all wrong. </p><p></p><p>5E goes out of its way to put the rules in the back-burner, and that is a good thing. What we need are examples of DMs winging it, do it "wrong" so-to-speak, and yet players having fun and epic moments being had. </p><p></p><p>One last Point: I think WotC could do a lot more to encourage DMing at encounters/expeditions, etc in gaming stores. Almost on the right track towards the end of the playtest: Great Adventures with DM screen that the DM <em>DIDN'T </em>have to pay for would be a nice touch. Loss Leader? sure. Encounters DMs are on the front lines for bringing noobs in. Make it rewarding with "cool stuff you get to keep" and more people will step up. In addition, special "DMing 101" sessions with swag would go a long way as well.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6385813, member: 94389"] Ultimately, I think WotC is well aware of this. Its not new: Make More DMs, and the players will come. To their credit, they have intro games, as [MENTION=43019]keterys[/MENTION] mentioned (along with Lords of Waterdeep et. al.) These products create players with a lexicon of terminology that is truly needed as a baseline. Some even have the "funny" dice. I think "Chose Your Own Adventure" type products would be great, but I don't think its the panacea the Angry DM leads us to believe, nor is a "DM tutorial". Do they help? Absolutely. I learned to DM with the Mentzer Red Box at 12 and my little brother as my sole player at 10. We did this for nearly a year before he invited one of his friends over. One thing I had that kids today don't have: Anonymity to fail. My brother and his friend (and soon my friends as we grew into the game) didn't know any better. We didn't have examples of great play, great PC builds, epic stories. There was no podcast of Chris Perkins leading A-List (D-list?) geeks through dungeon crawls. I would have given up had I seen those and beat myself up thinking I was doing it all wrong. 5E goes out of its way to put the rules in the back-burner, and that is a good thing. What we need are examples of DMs winging it, do it "wrong" so-to-speak, and yet players having fun and epic moments being had. One last Point: I think WotC could do a lot more to encourage DMing at encounters/expeditions, etc in gaming stores. Almost on the right track towards the end of the playtest: Great Adventures with DM screen that the DM [I]DIDN'T [/I]have to pay for would be a nice touch. Loss Leader? sure. Encounters DMs are on the front lines for bringing noobs in. Make it rewarding with "cool stuff you get to keep" and more people will step up. In addition, special "DMing 101" sessions with swag would go a long way as well. [/QUOTE]
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