So if an "imagination" component were added to the board games they would serve as a basic introduction to D&D and RPGs in general? I'm honestly asking because I find the idea intriguing.
Perhaps, yes. Or maybe there needs to be a bridge between the board game and the RPG, which is where I think a good basic set would come in (Hussar's idea is intriguing in this regard). I don't think there is anything wrong with
Castle Ravenloft for what it is--a D&D themed board game--but it only carries a small part of the D&D experience, and it doesn't carry any of what sets an RPG apart from everything else. And once you get into what sets an RPG apart you are, well, playing an RPG and not a board game.
Again, the play of imagination--or as pemerton put it, the "shared imagination space"--is what makes RPGs unique and, I would argue, truly special and inspiring. The combat and adventure is what makes it
fun, but participating in a living world of imagination is the true gift of the RPG.
Agreed. Furthermore, it might be possible to be a hardcore RPGer and yet not particularly care for the accountancy aspects of traditional games. A "basic game" could appeal this consituency (assuming that it exists).
As to the former, yes, which is where the more "artsy" rules lite RPGs come in and why a game like Savage Worlds (which is really lite-to-medium) has a strong fan base.
Imagination can be applied to anything. Entire narratives have been constructed based off of a Monopoly or Risk game. The problem of "nerdage" has more to do with D&D culture (and how the culture is viewed) than the game itself. That stigma started in the '80s and got worse in the '90s.
True, and as a high school teacher I'm still surprised how strong it is today among non-nerdy kids. I am also surprised at how when I sit down and explain what an RPG is to one of these kids, their eyes spark with interest - both because I'm a "cool teacher" in their eyes and they respect me (for some reason!), but also because the
idea of an RPG is inspiring to them, once they hear what it actually is beyond their preconceived notions.
That said, by and large those preconceived notions are reinforced when a newbie is handed a character sheet with an overwhelming number of statistics. I'm not saying that D&D as a whole should be simpler, but that I would advocate a modular and bifurcated approach with a basic, core game, and a more complex advanced game. The latter "fits over" the former, although one could theoretically still play basic characters in an advanced game...it is just a greater or lesser degree of detail (and thus accounting).
The plug-and-play power system for 4e makes it easy to pick up. Players don't have to read the whole stupid book or understand level 32 powers when the game starts at first level. They may not quite know what a "warlord" is in 4e context, but the class names are usually dead give-aways. And if they've played the board game, then they understand the basic premise of combat (which is the trickiest part to teach). Imagination is already brought.
Roll Dice. Add Modifier. Ask the DM if the number is high enough to succeed at what you were trying to do. For everything else, there's Mastercard.
Yes, but you are underestimating, I think, both the
apparent complexity of the game to a newbie and "non-nerd", and also the
actual complexity of the feats and powers and all of the conditions.
When I hear long-time D&D players downplay the complexity of the game, especially 3.5 or 4E, I am reminded of a computer geek who just doesn't get that not everyone knows how to program code or even what HTML is; or a car mechanic who doesn't realize that the average person doesn't know the difference between an alternator and a carburetor and then gets annoyed at you for it.
There is no way around the fact that to most people, RPGs are complex, and while complexity isn't bad, the entry has to be relatively simple and easy.
I kind of have to laugh at Bill Slaviscek's attempt to market Essentials as getting on the highway at the 1st Avenue instead of 10th; that is just hogwash. In reality, Essentials is like getting on at 7th or 8th Avenue (or even if the Red Box gets you on at 1st, it isn't exactly the same highway!).
I think you are underestimating how much playing a game without the RP aspects of RPGs actually leaves kids WANTING the full RPG experience. I know the thing that got me hooked immediately on D&D as a kid was realizing that I could make choices in D&D I wasn't allowed to make when playing Dungeon! or my Fighting Fantasy game books. I could interrogate the Hobgoblin instead of just killing it. I could trick the old Wizard into telling me where the secret MacGuffin of Doom was kept instead of either bribing him or proceeding along the northward path.
I think a game like Castle Ravenloft or Wrath of Ashardalon with a properly worded and illustrated advertising insert telling kids, "Hey, D&D is just like this, but with more choice!" is the perfect introduction to D&D for the 12 and under crowd.
Actually, I agree with you, although I still think that there needs to be something between
Wrath of Ashardalon and D&D 4E, Essentials or not. I haven't read through my copy of
Wrath, but do they say anything about D&D the RPG? Are they marketing the board games as a "gateway drug" to the RPG? I'm not aware of them doing so.
Really, I think that something like a Euro-style board game is precisely the sort of "bridge" game that would work great....
Stuff all that into a box and call it something cool because I absolutely suck at naming stuff and there's what I want as a Basic set. 3 standalone games that can be played in 2-4 hours that work up to a campaign game once you've managed to hook them into the basic ideas of what rpg's are about.
Interesting idea. I'm not sure if it would work but it would certainly be better than anything I've seen WotC come up with recently.
I don't know the board games well enough, but I think they might be a bit too focused on meaningless combat for my taste.
The imagination component I think is important for an RPG is the idea that the player is controlling a PC who is his/her primary vehicle for engaging the gameworld. To use some Forge terminology, it's about exploring a shared imaginary space....
....I don't want my RPG to be a game where the narrative is not a part of the play (which is the problem with Talisman, or with even flavour-heavy CCGs). What makes it an RPG is that play involves engaging the unfolding narrative - the shared imaginary space.
We're in complete agreement here. My current D&D group is on hiatus because I'm having a case of DM burnout and no one else wants to take up the reins. Some have suggested that we just have a board game night and I'm a bit hesitant because, quite honestly, playing D&D (or an RPG) was the major allure of game night, especially considering that my friendship with my group is more on the casual level. Playing a board game with friendly acquaintances isn't as much of a draw to spend a regular night away from my wife, especially given that the evenings are the only times that we have alone without the homestead being in total chaos (we have a 2 and 5 year old).
Part of my burn out is that I haven't had the time or energy to really plan the type of campaign I want to run. Due to time constraints I've mainly just been using pre-published dungeoncrawly adventures, with little plot, story, or role-playing - in other words, without most of the elements that separate RPGs from board games. Now I really like adventure and dungeoncrawls, but it can only carry a game for so long - there needs to be something more to sustain a long-term campaign.