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4e modules and lack of empty space
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<blockquote data-quote="DEFCON 1" data-source="post: 4588325" data-attributes="member: 7006"><p>Not at all. And here exactly is why I think you've missed my point. Their customer <strong><em>base</em></strong> is us. You and me. The ones who've played the D&D of old, or have played other rpgs, or are proficient with computerized rpgs and the like. We're their baseline customers... the ones who were going to pick up the game and have a much easier time with it because we already knew the baseline concepts of what this whole "roleplaying game" is about.</p><p></p><p>Which is why I said I don't think these first modules were written for us. Because of things like the lack of "empty space" that the DM would need to fill in, or the idea that each encounter area remains seperate and distinct and they don't all retreat to one central location to have a 5 on 50 fight all at once... these sort of "advanced" concepts that us baseline players have had to deal with before, but which <em>new</em> players haven't.</p><p></p><p></p><p>I definitely think you are giving new players too much credit. Because we're not talking "casual" rpgers here... we're talking completely new players to the game of D&D that they are hoping to pick up and grab with these first introductory modules. THEY do not want/need to deal with way more advanced roleplaying concepts that us baseline customers know backwards and forewards... not when they are still figuring out whether or not to continue this hobby. Which is why I think WotC has made these first modules the way they have. To paraphrase a deodorant commercial... strong enough for the baseline, but made for the newb.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 4588325, member: 7006"] Not at all. And here exactly is why I think you've missed my point. Their customer [B][I]base[/I][/B] is us. You and me. The ones who've played the D&D of old, or have played other rpgs, or are proficient with computerized rpgs and the like. We're their baseline customers... the ones who were going to pick up the game and have a much easier time with it because we already knew the baseline concepts of what this whole "roleplaying game" is about. Which is why I said I don't think these first modules were written for us. Because of things like the lack of "empty space" that the DM would need to fill in, or the idea that each encounter area remains seperate and distinct and they don't all retreat to one central location to have a 5 on 50 fight all at once... these sort of "advanced" concepts that us baseline players have had to deal with before, but which [I]new[/I] players haven't. I definitely think you are giving new players too much credit. Because we're not talking "casual" rpgers here... we're talking completely new players to the game of D&D that they are hoping to pick up and grab with these first introductory modules. THEY do not want/need to deal with way more advanced roleplaying concepts that us baseline customers know backwards and forewards... not when they are still figuring out whether or not to continue this hobby. Which is why I think WotC has made these first modules the way they have. To paraphrase a deodorant commercial... strong enough for the baseline, but made for the newb. [/QUOTE]
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