On the first issue, here's what first got me playing D&D. First I had seen the D&D cartoon and thought it was awesome. Didn't really associate it with a game though.
A couple years later I saw an ad in a comic book, featuring a wizard and fighter battling orcs with swords and magical lightning. At the end they said there was a game where you could play the role of heroes like that. It was a short time that I tracked down a player's handbook and greyhawk adventures, grabbed a buddy, and tried to run a game. Once I actually got a monster manual and DMG the games got better
.
That was 15 years ago. Still playing.
Here's what I'd do for D&D lite.
- Cut it down to the four basic monster food groups, fighter, rogue, cleric, and wizard. Preselect the skills, but let them pick the feats. Provide a limited selection of spells and items.
- Do NOT use the iconics. Maybe provide them as pregens, but one of the essential concepts of an RPG is playing a character you create. Keep it simple, but let them make their own characters.
- Provide premade adventures. Keep the leveling simple - when your character completes an adventure, they go up a level. The adventures should take them to fifth level or so.
- Keep combat simple. No AoOs, partial actions, or any of that. Just move and attack/cast spell/other action.
- Provide a conversion guide, so that when a group is ready to start playing the full game they can keep playing the same characters.
- Finally, and most importantly, get these things into the toy departments of major stores. Hasbro can put it right next to the board games easily enough I would imagine.
This would both help bring new players to the hobby and help generate sales of PHBs, which we all know is the goal of WotC. It wouldn't even be all that much work to create, as the basic system already exists. All you need to do is strip it down and write the adventures.
A couple years later I saw an ad in a comic book, featuring a wizard and fighter battling orcs with swords and magical lightning. At the end they said there was a game where you could play the role of heroes like that. It was a short time that I tracked down a player's handbook and greyhawk adventures, grabbed a buddy, and tried to run a game. Once I actually got a monster manual and DMG the games got better

That was 15 years ago. Still playing.
Here's what I'd do for D&D lite.
- Cut it down to the four basic monster food groups, fighter, rogue, cleric, and wizard. Preselect the skills, but let them pick the feats. Provide a limited selection of spells and items.
- Do NOT use the iconics. Maybe provide them as pregens, but one of the essential concepts of an RPG is playing a character you create. Keep it simple, but let them make their own characters.
- Provide premade adventures. Keep the leveling simple - when your character completes an adventure, they go up a level. The adventures should take them to fifth level or so.
- Keep combat simple. No AoOs, partial actions, or any of that. Just move and attack/cast spell/other action.
- Provide a conversion guide, so that when a group is ready to start playing the full game they can keep playing the same characters.
- Finally, and most importantly, get these things into the toy departments of major stores. Hasbro can put it right next to the board games easily enough I would imagine.
This would both help bring new players to the hobby and help generate sales of PHBs, which we all know is the goal of WotC. It wouldn't even be all that much work to create, as the basic system already exists. All you need to do is strip it down and write the adventures.