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General Tabletop Discussion
*TTRPGs General
D&D “Essentials” as a product line = making it less daunting to get into the game?
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<blockquote data-quote="Obryn" data-source="post: 5351632" data-attributes="member: 11821"><p>Sure you do. You're assuming a new player won't be able to figure out what they buy to start playing D&D. I think that's incorrect, and that your average new player would probably combine web research with reading comprehension with asking people for advice.</p><p></p><p>Anyway - what step of "getting into D&D" are you talking about here? There's the attention-grabbing phase, the choice of books, the decision to purchase, the learning of rules, the actual enjoyment of play, and the decision to continue doing it. You can't conflate all of them together and expect a single answer.</p><p></p><p>I think the new books grab your attention pretty well. They're very attractive, and a small enough size they're not intimidating. More to the point, the Starter Set is pretty eye-catching and immediately noticeable; the whole "START WITH THIS" theme is evident.</p><p></p><p>Like I said, the new books lay out pretty clearly what you'll want as a player or DM. But maybe people could get confused, too. I have no idea on this count, and neither does anyone but WotC, I'd expect.</p><p></p><p>The decision to purchase is probably a bit easier - especially for players. $20 is an easier impulse buy than $35 or $105.</p><p></p><p>The rules are laid out in a much friendlier fashion than the original 4e core, IMO. The start of Heroes of the Fallen Lands pretty much lays it all out in a very readable format. So getting into D&D is easier here, IMO.</p><p></p><p>And continuing to play? No idea. The red box is limited, but the rest of the Essentials line is brimming with ideas. What's more, the DM's kit and Monster Vault have what I understand are pretty good adventures. I don't have the DM's kit, but I expect a lot of the main book is devoted to making and running your own games.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 5351632, member: 11821"] Sure you do. You're assuming a new player won't be able to figure out what they buy to start playing D&D. I think that's incorrect, and that your average new player would probably combine web research with reading comprehension with asking people for advice. Anyway - what step of "getting into D&D" are you talking about here? There's the attention-grabbing phase, the choice of books, the decision to purchase, the learning of rules, the actual enjoyment of play, and the decision to continue doing it. You can't conflate all of them together and expect a single answer. I think the new books grab your attention pretty well. They're very attractive, and a small enough size they're not intimidating. More to the point, the Starter Set is pretty eye-catching and immediately noticeable; the whole "START WITH THIS" theme is evident. Like I said, the new books lay out pretty clearly what you'll want as a player or DM. But maybe people could get confused, too. I have no idea on this count, and neither does anyone but WotC, I'd expect. The decision to purchase is probably a bit easier - especially for players. $20 is an easier impulse buy than $35 or $105. The rules are laid out in a much friendlier fashion than the original 4e core, IMO. The start of Heroes of the Fallen Lands pretty much lays it all out in a very readable format. So getting into D&D is easier here, IMO. And continuing to play? No idea. The red box is limited, but the rest of the Essentials line is brimming with ideas. What's more, the DM's kit and Monster Vault have what I understand are pretty good adventures. I don't have the DM's kit, but I expect a lot of the main book is devoted to making and running your own games. -O [/QUOTE]
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D&D “Essentials” as a product line = making it less daunting to get into the game?
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