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A Fly on the Wall for a Brand New Player
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<blockquote data-quote="WizarDru" data-source="post: 5971548" data-attributes="member: 151"><p>I think that's true...for a certain type of player. The issue for WotC (and for every game developer) is that there are different kinds of players. Writing a book that appeals to all of them is no mean feat. Some players really, REALLY like working the numbers, building a character the way some folks would once build a hot-rod or solder a motherboard. Other people are all about the artistic endeavor, carefully crafting a character like an impressionist painting, a poem or a journal entry. Others are in the middle, choosing to create a rounded whole...like someone who wants to bake their own pizza, but they maybe they buy store bought ingredients and a pre-made crust. </p><p></p><p>The point I'm driving at is that multiple approaches are likely needed and it's very hard to appeal to one audience and the other in the same material. I'd wager that part of the problem for a player like you're friend and his wife is that the material is dense and intimidating in appearance. If they've managed to level characters to 80 in WoW, they certainly aren't afraid of a system about as complicated as D&D in execution...but in presentation, it's different. I have no doubt they've spent large amounts of time poring over websites, engaging in guild forums and scanning faqs and web articles for the best way to build their characters or approach raids...but would find similar material in a D&D book off-putting. This has, unfortunately, always been a problem for D&D. 4E was, arguably, an attempt to address this (how successful it was is unknown to me, though I suspect not very).</p><p></p><p>This also brings up the topic of new players versus veterans. How many players roll their eyes at the obligatory '<em>what is thing you earthmen call...roleplaying?</em>' section of every RPG book? Not because they think it's dumb, but because after 30 years, it's just sort of there. This is one reason the whole basic/advanced dichotomy worked so well, back in the day. One thing that would really make D&D Next a winner is if they can crack that nut. Ideally they could produce a 'welcome to D&D' light edition for new players and a 'all the fixins' version for the vets that is fully compatible with the lighter edition. But I have no idea how actionable that would be in the real world.</p><p></p><p>Honestly, the truth is that the only real way for this game to spread is exactly the way you describe: by someone else who is invested and experienced in the game introducing a new player carefully. Note that she was having this disconnect with Savage Worlds, which is a pretty rules-light, 'dream it/do it' kind of system. D&D is on the other end of the spectrum, so far worse in theory. A lot of the D&D books have very good sections describing the material in the way you suggest, IMHO. 4E has a lot of 'if you like this kind of play, then this character is for you' material...but it requires diving into the book to get it. No new player is going to find that if they're intimidated by a 300 page rulebook. A 24 page primer might be the best way...3E had this, even if veterans turned their noses up at it. Perhaps a newer try is worth it. </p><p></p><p>Either way, I'd really like new players to join and perpetuate the hobby. So I hope someone can crack that nut. But I suspect the only thing that ever truly will push the hobby are goodwill ambassadors of the game.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5971548, member: 151"] I think that's true...for a certain type of player. The issue for WotC (and for every game developer) is that there are different kinds of players. Writing a book that appeals to all of them is no mean feat. Some players really, REALLY like working the numbers, building a character the way some folks would once build a hot-rod or solder a motherboard. Other people are all about the artistic endeavor, carefully crafting a character like an impressionist painting, a poem or a journal entry. Others are in the middle, choosing to create a rounded whole...like someone who wants to bake their own pizza, but they maybe they buy store bought ingredients and a pre-made crust. The point I'm driving at is that multiple approaches are likely needed and it's very hard to appeal to one audience and the other in the same material. I'd wager that part of the problem for a player like you're friend and his wife is that the material is dense and intimidating in appearance. If they've managed to level characters to 80 in WoW, they certainly aren't afraid of a system about as complicated as D&D in execution...but in presentation, it's different. I have no doubt they've spent large amounts of time poring over websites, engaging in guild forums and scanning faqs and web articles for the best way to build their characters or approach raids...but would find similar material in a D&D book off-putting. This has, unfortunately, always been a problem for D&D. 4E was, arguably, an attempt to address this (how successful it was is unknown to me, though I suspect not very). This also brings up the topic of new players versus veterans. How many players roll their eyes at the obligatory '[i]what is thing you earthmen call...roleplaying?[/i]' section of every RPG book? Not because they think it's dumb, but because after 30 years, it's just sort of there. This is one reason the whole basic/advanced dichotomy worked so well, back in the day. One thing that would really make D&D Next a winner is if they can crack that nut. Ideally they could produce a 'welcome to D&D' light edition for new players and a 'all the fixins' version for the vets that is fully compatible with the lighter edition. But I have no idea how actionable that would be in the real world. Honestly, the truth is that the only real way for this game to spread is exactly the way you describe: by someone else who is invested and experienced in the game introducing a new player carefully. Note that she was having this disconnect with Savage Worlds, which is a pretty rules-light, 'dream it/do it' kind of system. D&D is on the other end of the spectrum, so far worse in theory. A lot of the D&D books have very good sections describing the material in the way you suggest, IMHO. 4E has a lot of 'if you like this kind of play, then this character is for you' material...but it requires diving into the book to get it. No new player is going to find that if they're intimidated by a 300 page rulebook. A 24 page primer might be the best way...3E had this, even if veterans turned their noses up at it. Perhaps a newer try is worth it. Either way, I'd really like new players to join and perpetuate the hobby. So I hope someone can crack that nut. But I suspect the only thing that ever truly will push the hobby are goodwill ambassadors of the game. [/QUOTE]
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