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D&D Family Problems (and the Impenetrability of the Game for Newbies)
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<blockquote data-quote="Mercurius" data-source="post: 6057916" data-attributes="member: 59082"><p>Sorry for the late replies - busy with Life and then ENWorld was supposedly an "attack site". </p><p></p><p></p><p></p><p>But it doesn't "have to" be a clusterk*ck. It could be as simple as, "Here are the core rules - you can stop here if you want a simple game - but here are tons of options you can layer on, at your discretion." These "layers" can be relatively easily defined simply through use of the PHB I, II, III model.</p><p></p><p>In other words, it will only be a clusterf*ck for those that like and can deal with clusterf*cks - the serious D&D players that like dabbling with all sorts of complications. But having a more basic core rules set - like a serious of box sets similar to the BECMI model, although maybe only two or three detailing 4Esque tiers - allows those that want a simpler game to be able to easily dive in.</p><p></p><p>We need to remember that for the thousands of active D&D players and serious D&D players that have played pretty much over the last ten, twenty, thirty+ years, there are <em>millions </em>of casual players who played in the 80s or 90s or early 00s and would be open to get back into the game, but need a relatively easy route - and a game that is playable and gives that "D&D feel" without requiring a huge time investment to learn the rules and plan sessions.</p><p></p><p>To be honest, this is what has kept my group from playing over the last six months or so. It is comprised of men in the 35-45 range who played D&D at some point in the 80s or 90s and want an every-other-week game that doesn't require a lot of planning effort. I'm the only one that can really DM, but I don't have time to prepare in the way that I want to. If the game was easier to run, with more adventures and options for "playing out of box" then we'd probably have been able to get together more often (actually, this makes me want to start another post on this exact topic - how to make D&D Next playable with little prep).</p><p></p><p>But that brings me to this point...</p><p></p><p></p><p></p><p>I completely agree, but if anything I believe having a simple core game better facilitates this than starting at a higher complexity level. The "soul", as you say, has less to do with the rules themselves and more to do with aesthetic aspects - the feel of the game, its presentation, etc. Many people who dislike(d) 4E have admitted that a lot of it comes down to presentation first, "video gamey" rules second. We could say that WotC simply put the cart before the horse with 4E and lost their priorities.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6057916, member: 59082"] Sorry for the late replies - busy with Life and then ENWorld was supposedly an "attack site". But it doesn't "have to" be a clusterk*ck. It could be as simple as, "Here are the core rules - you can stop here if you want a simple game - but here are tons of options you can layer on, at your discretion." These "layers" can be relatively easily defined simply through use of the PHB I, II, III model. In other words, it will only be a clusterf*ck for those that like and can deal with clusterf*cks - the serious D&D players that like dabbling with all sorts of complications. But having a more basic core rules set - like a serious of box sets similar to the BECMI model, although maybe only two or three detailing 4Esque tiers - allows those that want a simpler game to be able to easily dive in. We need to remember that for the thousands of active D&D players and serious D&D players that have played pretty much over the last ten, twenty, thirty+ years, there are [I]millions [/I]of casual players who played in the 80s or 90s or early 00s and would be open to get back into the game, but need a relatively easy route - and a game that is playable and gives that "D&D feel" without requiring a huge time investment to learn the rules and plan sessions. To be honest, this is what has kept my group from playing over the last six months or so. It is comprised of men in the 35-45 range who played D&D at some point in the 80s or 90s and want an every-other-week game that doesn't require a lot of planning effort. I'm the only one that can really DM, but I don't have time to prepare in the way that I want to. If the game was easier to run, with more adventures and options for "playing out of box" then we'd probably have been able to get together more often (actually, this makes me want to start another post on this exact topic - how to make D&D Next playable with little prep). But that brings me to this point... I completely agree, but if anything I believe having a simple core game better facilitates this than starting at a higher complexity level. The "soul", as you say, has less to do with the rules themselves and more to do with aesthetic aspects - the feel of the game, its presentation, etc. Many people who dislike(d) 4E have admitted that a lot of it comes down to presentation first, "video gamey" rules second. We could say that WotC simply put the cart before the horse with 4E and lost their priorities. [/QUOTE]
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