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<blockquote data-quote="mxmarkargent" data-source="post: 395671" data-attributes="member: 6446"><p><strong>[PLAIN][AV] my ideal intro kit[/PLAIN]</strong></p><p></p><p>There are few, if any, fantasy-based board games available in toy stores that aren't based on Harry Potter. D&D needs a new board game. My impression of the Adventure Game is that it's underproduced (as in "cheap"), ill-supported, and not widely distributed if not entirely out of production. If you can't get it in Toys R Us, it's not distributed well enough.</p><p></p><p>The Adventure Game was cheap and underproduced. Give me something that doesn't embarass me. I want an intro kit with lots of toy value that grabs kids' attention. Give me pre-painted minis of the iconic characters and simplified rules. Give me a pre-set board, but also give me dungeon tiles. Give me treasure chests and other dungeon furniture. Give me spell cards and eraseable character sheets and wax pencils. Give me something that can compete with MK Dungeons for toy value.</p><p></p><p>Don't call it Dungeon!, call it Dungeons & Dragons. Don't include character creation, use the iconics -- that's what they're there for, right? Play to the strengths of the brand: the board game is a wahoo, balls-out monty haul dungeon bash. The board layout is randomized. The rules are stripped down, but they introduce people to D&D's core concepts. They use a d20 most of the time and 2d6 for bell curves when necessary. There's wandering monsters, treasure, magic items and even level advancement. There are feats and skills, attacks of opportunity and fire-and-forget spells. There's a dragon at the end of every dungeon.</p><p></p><p>Give me a dragon. Give me a nice big plastic red dragon, with articulated wings, neck and mouth. Oh yeah.</p><p></p><p>Make expansion sets that introduce more of everything, but don't blow the wad. Push people towards the core rulebooks, especially the PH.</p><p></p><p>Oh yeah: and it shouldn't require a DM. Kids should be able to play it on their own, or have a parent/older sibling/cousin/teacher act as the DM. When kids are old enough to be their own DMs, they're old enough for the core rulebooks.</p><p></p><p>Push the D&D brand. Use Hasbro's marketing power. D&D is a strong, strong brand. Everyone's heard of it, even if few people know what it really is. Pokemon may have been a fad, but D&D has been around for nearly thirty years and could be around for thirty more if Hasbro and WOTC play their cards right. Every family should have copies of Scrabble, Monopoly and D&D.</p><p></p><p>I have some more ideas along these lines. I'm sure others have, as well.</p><p></p><p>[Edited to clarify a point.]</p></blockquote><p></p>
[QUOTE="mxmarkargent, post: 395671, member: 6446"] [b][PLAIN][AV] my ideal intro kit[/PLAIN][/b] There are few, if any, fantasy-based board games available in toy stores that aren't based on Harry Potter. D&D needs a new board game. My impression of the Adventure Game is that it's underproduced (as in "cheap"), ill-supported, and not widely distributed if not entirely out of production. If you can't get it in Toys R Us, it's not distributed well enough. The Adventure Game was cheap and underproduced. Give me something that doesn't embarass me. I want an intro kit with lots of toy value that grabs kids' attention. Give me pre-painted minis of the iconic characters and simplified rules. Give me a pre-set board, but also give me dungeon tiles. Give me treasure chests and other dungeon furniture. Give me spell cards and eraseable character sheets and wax pencils. Give me something that can compete with MK Dungeons for toy value. Don't call it Dungeon!, call it Dungeons & Dragons. Don't include character creation, use the iconics -- that's what they're there for, right? Play to the strengths of the brand: the board game is a wahoo, balls-out monty haul dungeon bash. The board layout is randomized. The rules are stripped down, but they introduce people to D&D's core concepts. They use a d20 most of the time and 2d6 for bell curves when necessary. There's wandering monsters, treasure, magic items and even level advancement. There are feats and skills, attacks of opportunity and fire-and-forget spells. There's a dragon at the end of every dungeon. Give me a dragon. Give me a nice big plastic red dragon, with articulated wings, neck and mouth. Oh yeah. Make expansion sets that introduce more of everything, but don't blow the wad. Push people towards the core rulebooks, especially the PH. Oh yeah: and it shouldn't require a DM. Kids should be able to play it on their own, or have a parent/older sibling/cousin/teacher act as the DM. When kids are old enough to be their own DMs, they're old enough for the core rulebooks. Push the D&D brand. Use Hasbro's marketing power. D&D is a strong, strong brand. Everyone's heard of it, even if few people know what it really is. Pokemon may have been a fad, but D&D has been around for nearly thirty years and could be around for thirty more if Hasbro and WOTC play their cards right. Every family should have copies of Scrabble, Monopoly and D&D. I have some more ideas along these lines. I'm sure others have, as well. [Edited to clarify a point.] [/QUOTE]
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