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D&D Family Problems (and the Impenetrability of the Game for Newbies)
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<blockquote data-quote="Manbearcat" data-source="post: 6055582" data-attributes="member: 6696971"><p>While I do agree with the premise that, from a business perspective, diversifying the scope of gameplay (from entry-level to complex) <em>may</em> be the best hope for a successful 5e, I'm still not so certain that there was some universal, basic, gateway experience that led the D&D revolution. My own experience, and the experience of most folks I know who played at that time, wasn't just breaking out Holmes, Mentzer or Moldvay. It involved an eclectic, incoherent pile of stuff from which folks sewed their own quilt of D&D. Chainmail + A collection of issues of Dragon + a volume or 2 of Arduin's Grimoire + a boxed set or a monster manual...maybe some Runequest background...and maybe several years later a copy of UA. This sort of collage and mish-mash of sub-systems and "stuff" is what made every creative agenda, social contract, table dynamic unique. It was anything but "Basic" or "non-complex". Due to that, there was a heaping helping of learning curve from table to table. I'm not so sure that experience was highly anomalous amongst the greater culture. Certainly wasn't in my anecdotal sphere (which was quite large and has grown in the course of decades).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6055582, member: 6696971"] While I do agree with the premise that, from a business perspective, diversifying the scope of gameplay (from entry-level to complex) [I]may[/I] be the best hope for a successful 5e, I'm still not so certain that there was some universal, basic, gateway experience that led the D&D revolution. My own experience, and the experience of most folks I know who played at that time, wasn't just breaking out Holmes, Mentzer or Moldvay. It involved an eclectic, incoherent pile of stuff from which folks sewed their own quilt of D&D. Chainmail + A collection of issues of Dragon + a volume or 2 of Arduin's Grimoire + a boxed set or a monster manual...maybe some Runequest background...and maybe several years later a copy of UA. This sort of collage and mish-mash of sub-systems and "stuff" is what made every creative agenda, social contract, table dynamic unique. It was anything but "Basic" or "non-complex". Due to that, there was a heaping helping of learning curve from table to table. I'm not so sure that experience was highly anomalous amongst the greater culture. Certainly wasn't in my anecdotal sphere (which was quite large and has grown in the course of decades). [/QUOTE]
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D&D Family Problems (and the Impenetrability of the Game for Newbies)
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