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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="Hussar" data-source="post: 5352342" data-attributes="member: 22779"><p>BOTE - I believe you're missing the point of those pre-packaged encounters. They're not designed with someone like you or me in mind. People who have been playing for years and can, and do, create their own material all the time and have years of experience letting us develop encounters that we can be pretty sure will be fun for our players.</p><p></p><p>Instead, these are designed for the fifteen year old DM who's maybe been playing for six months and simply doesn't have the experience to go it on his own.</p><p></p><p>Will you have fantastic sessions using this pre-packaged stuff? Probably not. They're too generic and too fixed for that. Just too vanilla.</p><p></p><p>OTOH, will you have absolutely terrible sessions with this? Again, probably not. Presuming the DM follows what's written, the group should have a good enough time.</p><p></p><p>And that's what this is about. Not about providing fantastic times. But, about providing good enough experiences that keep the players coming back. Because, when you drop stuff out there that might be fantastic, it generally has a much larger chance of being really, really bad.</p><p></p><p>It's all about providing a certain experience and trying from the design and presentation end, to ensure that the end users have that experience.</p><p></p><p>In other words, it's trying to minimize the impact of individual DM's. </p><p></p><p>Whether that's a good or a bad thing, I think, depends on your opinion of individual DM's.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5352342, member: 22779"] BOTE - I believe you're missing the point of those pre-packaged encounters. They're not designed with someone like you or me in mind. People who have been playing for years and can, and do, create their own material all the time and have years of experience letting us develop encounters that we can be pretty sure will be fun for our players. Instead, these are designed for the fifteen year old DM who's maybe been playing for six months and simply doesn't have the experience to go it on his own. Will you have fantastic sessions using this pre-packaged stuff? Probably not. They're too generic and too fixed for that. Just too vanilla. OTOH, will you have absolutely terrible sessions with this? Again, probably not. Presuming the DM follows what's written, the group should have a good enough time. And that's what this is about. Not about providing fantastic times. But, about providing good enough experiences that keep the players coming back. Because, when you drop stuff out there that might be fantastic, it generally has a much larger chance of being really, really bad. It's all about providing a certain experience and trying from the design and presentation end, to ensure that the end users have that experience. In other words, it's trying to minimize the impact of individual DM's. Whether that's a good or a bad thing, I think, depends on your opinion of individual DM's. [/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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