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General Tabletop Discussion
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Bringing others into the hobby (based on comments from Shelly Mazzanoble)
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<blockquote data-quote="Kae'Yoss" data-source="post: 3746289" data-attributes="member: 4134"><p>Well, D&D isn't, and probably will never be, a rules-light game. It wouldn't be D&D if it were.</p><p></p><p></p><p>Of course, introductory products, like 3e's basic game or 4e's Keep on the Shadowfell (or whatever it's called) can ease people into the game, and some educational efforts - like demo games, info leaflets, and the like - will further help.</p><p></p><p>For one thing, the barrier only seems to be 900 pages or so thick, and telling people about that will help, too:</p><p></p><p>The Player's Handbook has a big section about spells, and many tables. You don't need to read all that. You decide on a character class and then only read the stuff you need about that class - and, not even all of that, either. Information for the first couple of levels will be all you need at first. </p><p></p><p>And that's all that you need to know as a player.</p><p></p><p>The DMG has lots of information about very different things, and the DM doesn't have to read it all in one go. He doesn't have to read about all the environmental hazards, about building your own world, doesn't have to read all the tables about NPTs, doesn't have to know each PrC or magic Item by heart.</p><p></p><p>So that's another big bunch of pages that aren't a real barrier.</p><p></p><p>Finally, the monster manual. Not something you just read cover to cover unless you're one of us hopeless addicts. You read about a couple of monsters of the lower levels at first, and make your way through the book as your group grows more powerful.</p><p></p><p>And yet another wad of paper you don't have to treat as a barrier.</p><p></p><p></p><p>And if you don't start up a gaming party from scratch, without anyone in there that ever played D&D (or RPGs in general), the barrier gets even smaller.</p><p></p><p></p><p></p><p>I do think that Wizards should have a leaflet on how to use the core rules. A beginners' guide to D&D. They should be lying around on conventions and in gaming stores, as PDFs on their website, and so on. Tell people that you don't have to read through 900 pages in one go, tell them what parts of the book are important for players at first, what is important for DMs, and what parts can be left for later. This can be the same stuff they put in the books themselves (if they put stuff like that into the books), or something else. </p><p></p><p>I think that could draw people to the gaming table!</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 3746289, member: 4134"] Well, D&D isn't, and probably will never be, a rules-light game. It wouldn't be D&D if it were. Of course, introductory products, like 3e's basic game or 4e's Keep on the Shadowfell (or whatever it's called) can ease people into the game, and some educational efforts - like demo games, info leaflets, and the like - will further help. For one thing, the barrier only seems to be 900 pages or so thick, and telling people about that will help, too: The Player's Handbook has a big section about spells, and many tables. You don't need to read all that. You decide on a character class and then only read the stuff you need about that class - and, not even all of that, either. Information for the first couple of levels will be all you need at first. And that's all that you need to know as a player. The DMG has lots of information about very different things, and the DM doesn't have to read it all in one go. He doesn't have to read about all the environmental hazards, about building your own world, doesn't have to read all the tables about NPTs, doesn't have to know each PrC or magic Item by heart. So that's another big bunch of pages that aren't a real barrier. Finally, the monster manual. Not something you just read cover to cover unless you're one of us hopeless addicts. You read about a couple of monsters of the lower levels at first, and make your way through the book as your group grows more powerful. And yet another wad of paper you don't have to treat as a barrier. And if you don't start up a gaming party from scratch, without anyone in there that ever played D&D (or RPGs in general), the barrier gets even smaller. I do think that Wizards should have a leaflet on how to use the core rules. A beginners' guide to D&D. They should be lying around on conventions and in gaming stores, as PDFs on their website, and so on. Tell people that you don't have to read through 900 pages in one go, tell them what parts of the book are important for players at first, what is important for DMs, and what parts can be left for later. This can be the same stuff they put in the books themselves (if they put stuff like that into the books), or something else. I think that could draw people to the gaming table! [/QUOTE]
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