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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="korjik" data-source="post: 5450389" data-attributes="member: 56755"><p>I do believe that the lack of setting support is a problem getting new players into D&D. It is made a much worse problem by the lack of good adventures.</p><p> </p><p>I doubt that many starting players are players coming into an established game/group. Alot of them are going to be someone who wants to try out something new (to them) so they pick up D&D. Giving a good starter world to use as a framework, and a couple good dungeons to hack things up in will give the DM time to learn to run the game. </p><p> </p><p>There is also the ability of a campaign world to be a source of ideas for a new DM or player. Good art, good stories, and good descriptions can all be catalysts for creating a character or an adventure, or even be the core of an entirely new world. One of the biggest parts of a D&D campaign setting is the example it provides as to what a DM can do.</p><p> </p><p>The Nentir Vale was a good example of this. It had a fairly well detailed out town to base out of and to build up, and it had a wide open area with alot of little campaign hooks to make dozens of adventures out of. That could have, should have, been made into dozens of good adventures. It wasnt, and isnt going to be.</p><p> </p><p>My personal opinion is that anything that makes it easier to DM is something that gets players into the game and adds to the total numbers of players. People who try out D&D and have a bad experience will not come back. That is why I have been saying that D&D needs a 'good how to make an adventure' guide and a 'how to make a campaign world' guide far far more than it needs plant-people and crystal-people. Wilden dont get people into D&D, DMs who's group goes 'That was fun, when are we playing again!' do.</p></blockquote><p></p>
[QUOTE="korjik, post: 5450389, member: 56755"] I do believe that the lack of setting support is a problem getting new players into D&D. It is made a much worse problem by the lack of good adventures. I doubt that many starting players are players coming into an established game/group. Alot of them are going to be someone who wants to try out something new (to them) so they pick up D&D. Giving a good starter world to use as a framework, and a couple good dungeons to hack things up in will give the DM time to learn to run the game. There is also the ability of a campaign world to be a source of ideas for a new DM or player. Good art, good stories, and good descriptions can all be catalysts for creating a character or an adventure, or even be the core of an entirely new world. One of the biggest parts of a D&D campaign setting is the example it provides as to what a DM can do. The Nentir Vale was a good example of this. It had a fairly well detailed out town to base out of and to build up, and it had a wide open area with alot of little campaign hooks to make dozens of adventures out of. That could have, should have, been made into dozens of good adventures. It wasnt, and isnt going to be. My personal opinion is that anything that makes it easier to DM is something that gets players into the game and adds to the total numbers of players. People who try out D&D and have a bad experience will not come back. That is why I have been saying that D&D needs a 'good how to make an adventure' guide and a 'how to make a campaign world' guide far far more than it needs plant-people and crystal-people. Wilden dont get people into D&D, DMs who's group goes 'That was fun, when are we playing again!' do. [/QUOTE]
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