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Does WotC suck at selling games?
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<blockquote data-quote="Mercurius" data-source="post: 6385896" data-attributes="member: 59082"><p>All of this is true, and a very good point. But I think we can at least say that D&D could theoretically be reduced from being enormously high touch to moderately high touch. To put it another way, there are ways to both better support the "older cousin" model AND provide alternative entry methods. More on that in a moment.</p><p></p><p>But as I said in the comments field on the blog, I see it as a variant on the problem car mechanics--or really any technical specialists--have communicating with normal folk. If you know "27 things" and you're talking to someone who knows "3 things," it is hard to communicate in a way that doesn't induce the Blank Stare of Incomprehension, but actually helps the person who knows 3 things to understand what you are saying.</p><p></p><p>And it isn't just technical expertise - any time someone knows a lot about something and tries to communicate with someone who knows significantly less, you've got problems. This is the challenge of teaching, of education in general. I have found in my own experience that the key is not saying too much, but helping students engage the process themselves. We generally learn through doing, not just being talked at.</p><p></p><p>But as you say, the problem is inherent in D&D. The key becomes learning how to teach <em>well.</em> And this is something that TSR/WotC haven't done so well over the years. I think an important part of the solution is creating tutorial products that engage people in learning to play while they play. One thing D&D hasn't had for its 40 years of history are advanced media technologies; I think they are crucial to this.</p><p></p><p></p><p></p><p>I think perhaps because you skimmed 20% you missed the part in the latter third or so where he actually presented some ideas, while admitting that he isn't a marketing guy.</p><p></p><p>But so I'm not an instant of that complaint, I'll throw an idea out there. The <strong>Starter Set</strong> is clearly, as the Angry DM put it (in paraphrase), "The Start Playing Again Set For Those Who Already Know How to Play Some Version of this Game." I'd recommend that WotC research and design a true <strong>Beginner's Set. </strong>Thankfully "starter" could mean that it is just a quick start product for those wanting to play right away, but not necessarily <em>the </em>product for newbies. There is still room for a <strong>Beginner's Set</strong> without too much confusion or loss of face.</p><p></p><p>What would this <strong>Beginner's Set </strong>be? Just that - a product for beginners, for people who have either never played or only played and never DMed. It would be designed for reasonably intelligent 12-year olds to learn on their own. What would it include? Basically what we see in the starter set or the core three books, but in a massively simplified tutorial version. There would be:</p><p></p><p>- A <strong>Player's Book </strong>- how to make a character, in a hand-held manner. "Once you've selected your class, turn to page X if you choose fighter, page Y if you choose wizard"...etc. </p><p>- A <strong>DM's Book </strong>- Again, a tutorial on how to run the game, including example sessions.</p><p>- An <strong>Adventurers Book - </strong>Sample short adventures, both choose-your-own style that you can run yourself through, but also a full-blown adventure that you can run for your friends, albeit with helpful sidebars and such.</p><p>- <strong>Dice </strong>and other <strong>doodads - </strong>Pretty it up. Make it fun to open and look at. But not too much.</p><p></p><p>In addition, there would be online support and apps for character design and other fun things. The text could include numerous references such as "For More Options, go online to..." </p><p></p><p>Beyond the <strong>Beginner's Set </strong>you could theoretically have an <strong>Expert's Set</strong>, which would be more levels, less hand-holding, more adventures, classes etc, and a transition to the core books. You could also have rules for random dungeon generation, that could both be used for solo play or for designing adventures (hopefully this will be in the DMG, but a simple version would work here).</p><p></p><p>OK, those are two products plus some apps. I also agree with the Angry DM that advertising is huge. But all that, well, let someone who knows what they're talking about say their piece. But again, you need someone who can "translate down."</p><p></p><p>Oh yeah, one more thing. I didn't talk about ideas to convert existing players to DMs. I think solo products are an untapped potential - world builders, campaign builders, and yeah, solo dungeons to play through, have fun and also try things out. I'm not sure what Dungeonscape will offer, but the world/campaign/adventure building is huge. I hate to say this, but the basic idea of those annoying Facebook questionnaires might work well, with algorithmically generated worlds and adventures, that then can be tweaked. The point being, people need help and an interactive process could actually be rather fun.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6385896, member: 59082"] All of this is true, and a very good point. But I think we can at least say that D&D could theoretically be reduced from being enormously high touch to moderately high touch. To put it another way, there are ways to both better support the "older cousin" model AND provide alternative entry methods. More on that in a moment. But as I said in the comments field on the blog, I see it as a variant on the problem car mechanics--or really any technical specialists--have communicating with normal folk. If you know "27 things" and you're talking to someone who knows "3 things," it is hard to communicate in a way that doesn't induce the Blank Stare of Incomprehension, but actually helps the person who knows 3 things to understand what you are saying. And it isn't just technical expertise - any time someone knows a lot about something and tries to communicate with someone who knows significantly less, you've got problems. This is the challenge of teaching, of education in general. I have found in my own experience that the key is not saying too much, but helping students engage the process themselves. We generally learn through doing, not just being talked at. But as you say, the problem is inherent in D&D. The key becomes learning how to teach [I]well.[/I] And this is something that TSR/WotC haven't done so well over the years. I think an important part of the solution is creating tutorial products that engage people in learning to play while they play. One thing D&D hasn't had for its 40 years of history are advanced media technologies; I think they are crucial to this. I think perhaps because you skimmed 20% you missed the part in the latter third or so where he actually presented some ideas, while admitting that he isn't a marketing guy. But so I'm not an instant of that complaint, I'll throw an idea out there. The [B]Starter Set[/B] is clearly, as the Angry DM put it (in paraphrase), "The Start Playing Again Set For Those Who Already Know How to Play Some Version of this Game." I'd recommend that WotC research and design a true [B]Beginner's Set. [/B]Thankfully "starter" could mean that it is just a quick start product for those wanting to play right away, but not necessarily [I]the [/I]product for newbies. There is still room for a [B]Beginner's Set[/B] without too much confusion or loss of face. What would this [B]Beginner's Set [/B]be? Just that - a product for beginners, for people who have either never played or only played and never DMed. It would be designed for reasonably intelligent 12-year olds to learn on their own. What would it include? Basically what we see in the starter set or the core three books, but in a massively simplified tutorial version. There would be: - A [B]Player's Book [/B]- how to make a character, in a hand-held manner. "Once you've selected your class, turn to page X if you choose fighter, page Y if you choose wizard"...etc. - A [B]DM's Book [/B]- Again, a tutorial on how to run the game, including example sessions. - An [B]Adventurers Book - [/B]Sample short adventures, both choose-your-own style that you can run yourself through, but also a full-blown adventure that you can run for your friends, albeit with helpful sidebars and such. - [B]Dice [/B]and other [B]doodads - [/B]Pretty it up. Make it fun to open and look at. But not too much. In addition, there would be online support and apps for character design and other fun things. The text could include numerous references such as "For More Options, go online to..." Beyond the [B]Beginner's Set [/B]you could theoretically have an [B]Expert's Set[/B], which would be more levels, less hand-holding, more adventures, classes etc, and a transition to the core books. You could also have rules for random dungeon generation, that could both be used for solo play or for designing adventures (hopefully this will be in the DMG, but a simple version would work here). OK, those are two products plus some apps. I also agree with the Angry DM that advertising is huge. But all that, well, let someone who knows what they're talking about say their piece. But again, you need someone who can "translate down." Oh yeah, one more thing. I didn't talk about ideas to convert existing players to DMs. I think solo products are an untapped potential - world builders, campaign builders, and yeah, solo dungeons to play through, have fun and also try things out. I'm not sure what Dungeonscape will offer, but the world/campaign/adventure building is huge. I hate to say this, but the basic idea of those annoying Facebook questionnaires might work well, with algorithmically generated worlds and adventures, that then can be tweaked. The point being, people need help and an interactive process could actually be rather fun. [/QUOTE]
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