Aldarc
Legend
This, right here. I can teach high schoolers who have never read the PHB D&D. They could never have seen the game before, and within ten minutes have an understanding of how the game is played. In an hour, they will know and understand how the game is run, in almost all aspects. They may not have the rules and powers and mechanics memorized, but they understand the process of the game.
It seems to me, that some of this discussion should try to be more in line with that type of concision.
I have taught my partner a handful of TTRPGs. They love playing board games, especially Eurogames (e.g., Ticket to Ride, Pandemic, Settlers of Catan, etc.), as well as video games. I ran them through some solo games during the pandemic lockdowns last year. I found it far easier to teach them and for them to learn Dungeon World than D&D 5e. (Since I mentioned the campaign earlier, my partner also found Green Ronin's AGE easier than 5e D&D.) On the whole, they found 5e a bit overwhelming. There's more crunch than some vets realize.You could teach them Dungeon World just as quickly. Or any number of other games.
These games aren’t more difficult to learn or teach than D&D.
They generally only seem so to folks who are familiar with only D&D.
In contrast, it was´easy for them to work through a DW playbook. It's pretty easy to teach the idea behind "to do it, do it." I frame fiction and then ask them what they do. They tell me. It may produce a roll. It may not. I'll let them know. They mostly just need to focus on the fiction and a small handful of abilities. Even then, I told them that they could just focus on telling me what their ranger character would do in the fiction, and then I could remind them of pertinent abilities, if they were relevant. But there's not really many rules to know, and they found it pretty intuitive. They had not trouble what so ever with getting in-character or the issues that people have been discussing in this thread.
IME, the problem is generally not newcomers to the hobby or those who have experience playing a wide range of games. I have taught and played games like Fate, Dungeon World, Blades in the Dark, etc. with ease to my groups. Again IME, it's far more difficult teaching games like these to long-time gamers who are fixed in their assumptions about TTRPGs and how they should work, especially if they are mostly familiar with D&D, CoC, etc.* I think it's telling that I don't have to wade through pages upon pages of discussion about quantum forges elsewhere I participate online. I mostly encounter resistance to learning/understanding these tabletop games online, and here moreso than a number of other notable tabletop forums. For example, I know one person on this forum put me on ignore for the audacity of saying that Fate was a roleplaying game.
I will also add, that there are complex issues and concepts that you can explain fairly easily to kids and they will accept it pretty readily with zero fuss. But when you try explaining that same concept to adults with fixed ideas about how the world is/should be and how that aligns with the values they formed - whether as a result of religion, political identity, culture, shallow and outdated knowledge/science/etc., family upbringing, etc. - then you can potentially face a whole lot of pushback, resistance, and lots of "fuss."
* This includes myself, who had ~15 years of D&D/d20 System before encountering Fate. When I tried learning Fate, it confused the living bejeezus out of me at first. I couldn't quite figure out how on earth these Aspects worked, Create an Advantage, or Fate points. There was just a lot that required me to readjust my thinking about the game, particularly about how mechanics model fiction. I put the game back on the shelf for half a year, picking it back up again when I heard more people talk about it. It was only then that the game finally "clicked." It was a watershed moment for me. I had considered myself willing to try new tabletop games, but almost all of those were in the D&D/d20 System family of games. And understanding how this game approached gaming differently helped me greatly expand my horizons and suss-out my own gaming preferences.
So like Bilbo encountering Gollum?There's a third option, which you don't hit here and I think is what the original example was referring to: that the dramatic need to get the ring only just now came up out of nowhere due to something else encountered in the fiction (to wit, another such ring owned by someone else), well after play started and maybe or maybe not related to anything else going on in the campaign.
In other words, it's an unexpected sidebar to the main campaign, or a random interrupt.