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Zaruthustran said:We already have a WoW-like experience with D&D classes, races, and monsters: D&D Online, by Turbine. That's a whole other topic. I'd just like D&D to offer--in addition to hardcover books--well designed online tools with polished interfaces.
That I can agree with. The one thign I don't get with Heroforge is immediacy of new books in the software. For something like this to work (free or pay) it would have to be available the same day that new book hit the shelves.
Assume that any person has a finite entertainment budget, in terms of both dollars and time. Those seven million WoW players are each spending $15/month, plus (on average) 20 hours per week. Those are big drains on the limited budget, leaving few dollars and hours for D&D.
More and more people prefer MMORPGs because you do more stuff in less time. In a four-hour D&D session, you might get into four fights and advance 1/4 of a level. In the same amount of time in an MMORPG, you've accomplished a dozen quests, gotten into hundreds of fights, and advanced at least 1, probably 2 or 3 levels.
I state the above not to get into a debate over whether MMORPGs or TT RPGs are objectively "better", but to suggest that people prefer to spend time *playing* rather than flipping through books and deciphering rules.
So keep the hard-bound books for bathroom reading. But give players polished tools that remove the burden of busywork, allowing them to spend more time on actual gameplay.
I'm going to out on a limb and guess that the dwindling cadre of old-school gamers--the same guys that ranted against the debut of 3E--will reflexively reject any hint that WotC might offer online options for players. That's fine. To survive (and grow!), D&D needs to attract new customers. The easiest way to do that is to present the game in a way that's familiar and user-friendly.
-z
To me, they are apple and orange. MMORPGs are great for what they offer, instant gratification and lots of encounters and loot to improve your character... but typically very story light, and certainly nothing earth changing can happen in them (I look no further than awakening the sleeper in Everquest as my example of how this doesn't work in an MMORPG). If your character dies, you respawn, no big deal. I can barely remember the quests that took place in order to gain my epic bardic sword in EQ. I played Everquest for almost 3 years, and did lots of stuff, almost none of which I can remember... but it was always missing something for me.
For what I crave, my character is part of a team that saved the world from certain doom or die trying. These stories take a long time to resolve, and are quite memorable. I can still remember when my character first met up with the current group of adventurers, and my characters long, slow slide into the maddening realms of death and necromancy. Much more story centric and not centered on level or item advancement. This is my preferred gaming method today, I don't see ever going back to MMORPGs.
For what it's worth, I agree with you that the game is overly complex and probably tends to push away newcomers just based on it's complexity. Technology will help that, heck I use it now with Fantasy Grounds and Ventrilo, but it's still not quite as good as getting around the table and playing the game, to me anyhow.