I'm not arguing against the reaction you got. You got the reaction I would expect you to get under those circumstances.
Note that I didn't tell them to read the rules, or even a single word of them. I got that reaction as soon as they
saw them. And this was from a group of kids who otherwise would have been ideal gaming converts.
"I would argue that it must be done..."
No, it doesn't. Teaching a player the rules is a terrible way to get them into the game, and is in my opinion a terrible approach to teaching a player to role play.
That works if there's an experienced DM on hand to help ease them in. It doesn't help completely new gamers come to the hobby. I came in to the hobby via the Red Box with almost no prior gaming experience - I had to assimilate the rules and make a lot of things up as I went.
If I'd been presented the 832 pages of the 4e core rules as an 11-year-old, there is no way I would now be gaming. And back then D&D didn't have to compete with all the distractions we have now - computer gaming was laughable compared with what we have now, and there were a grand total of 4 channels on TV.
Well, maybe. If the DM isn't a rules geek though, he's unlikely to want to be a DM. And if he isn't a rules geek but still a DM, he's likely to play a very off the cuff rules light version of any game system regardless of the actual rules.
He has to get to the point of being a DM
first, before considerations of whether he's using the "actual rules" or some "off-the-cuff" version of them. Before he gets to that point, he has an 800+ page barrier to cross.
How many DM's does that lose us? It has to be at least some, and I suspect the numbers are quite significant. And if each of those DMs represent five potential players lost (which, over the playing career of a DM is likely an understatement), then that's a major drag on the success of the game. How long can D&D continue to support such a drag factor?
Because in my experience the players are much more likely to learn to roleplay well than they are if the approach games from the perspective that the game is all about learning system mastery.
Again, WotC would be well advised to get them playing
at all, and then worry about getting them to play "well".
I think it's very easy for us to underestimate just how intimidating it can be to get involved in these games. Having game store shelves heaving with book after book after book, all claiming to be a "must have" accessory, and with no clear indication that you should start with the PHB (or, better, a
good basic set) is not a good thing. Especially since staff in game stores are of uneven quality at best. Giving the impression that you have to read 800+ pages of
core rules before you even start to play is not a good thing.
And if you
don't read those rules, but instead join a new group, jumping in at the deep end, you get confronted by a group of individuals all wrapped up in an imaginary world (that you have no basis for understanding), and all throwing out jargon here, there and everywhere (none of which you have any basis for understanding). Which would be fine, if you could ask questions and get good answers, but too many roleplayers have poor social skills, meaning you may not even get a civil answer. And if you do, rather than getting one, clear answer, you'll probably get five partial and overlapping answers, all rife with exceptions and special cases all over the place.
Hell, faced with that I think
I would rather play WoW!