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<blockquote data-quote="Sleepy Voiced" data-source="post: 2555299" data-attributes="member: 20329"><p>Wow, several posts while I was typing. Steel-wind, great idea with the DVD. Hell, brilliant idea. </p><p></p><p>I have to agree that the barrier of "learning to play via and established group" is one of the big problems that D&D needs to beat. I think the DVD does that.</p><p></p><p>I also think the old red box did that as well. Almost all the AD&D gamers I've met over the years started with that red-box, alone (by alone I mean without a group, not more products). In fact that was my experience as well. The intro to playing in the old basic set DID allow a player to learn how to play on their own and recruit their own group from there. </p><p></p><p>I have to disagree with the idea that the "toy factor" will bring in more players. It seems to me to breed an idea that there are all sorts of bells and whistles needed to play a "real" game of D&D, and that without a mini of a gnoll, you can't have a gnoll encounter, or that map cards are necessary to create dungeons or castles or what have you. </p><p></p><p>I think the fewer "required" objects to just get in and play the better. I don't think a system that teaches kids to play with just an intro book (maybe to level 10 or so), some paper and dice will keep those kids from buying minis or battle-mats or any other little extras. But it will get them playing right away, and I think "setting the hook" is more important than introducing new players to all the sideline products out there. If the kids develop a love for the game, they will seek out more items to enhance their experience. </p><p></p><p>Ultimately it is the experience of playing a fun game of imagination in cooperation with friends that makes D&D unique. That is what needs to be sold, not minis or other "toy" products, those sell on their own.</p></blockquote><p></p>
[QUOTE="Sleepy Voiced, post: 2555299, member: 20329"] Wow, several posts while I was typing. Steel-wind, great idea with the DVD. Hell, brilliant idea. I have to agree that the barrier of "learning to play via and established group" is one of the big problems that D&D needs to beat. I think the DVD does that. I also think the old red box did that as well. Almost all the AD&D gamers I've met over the years started with that red-box, alone (by alone I mean without a group, not more products). In fact that was my experience as well. The intro to playing in the old basic set DID allow a player to learn how to play on their own and recruit their own group from there. I have to disagree with the idea that the "toy factor" will bring in more players. It seems to me to breed an idea that there are all sorts of bells and whistles needed to play a "real" game of D&D, and that without a mini of a gnoll, you can't have a gnoll encounter, or that map cards are necessary to create dungeons or castles or what have you. I think the fewer "required" objects to just get in and play the better. I don't think a system that teaches kids to play with just an intro book (maybe to level 10 or so), some paper and dice will keep those kids from buying minis or battle-mats or any other little extras. But it will get them playing right away, and I think "setting the hook" is more important than introducing new players to all the sideline products out there. If the kids develop a love for the game, they will seek out more items to enhance their experience. Ultimately it is the experience of playing a fun game of imagination in cooperation with friends that makes D&D unique. That is what needs to be sold, not minis or other "toy" products, those sell on their own. [/QUOTE]
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