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<blockquote data-quote="Vanveen" data-source="post: 7859539" data-attributes="member: 6874262"><p>Yes, actually. Barrier to entry isn't the rules, REALLY. It's finding a DM, first, and having time and friends to play--which every edition after 3rd has considered a top priority to solve. As I often say, 5e (anything after 2e) is not necessarily a better <em>game</em>, but it's a much better <em>product</em>. </p><p></p><p>My perspective as someone who does behavioral marketing is that rules complexity is the red herring--EVERY edition of D and D is too complicated. If you're willing to engage complex rules <em>at all</em>, you're in. There are a lot more millennials willing to do that, because there are a whole lot more millennials. I might add that 5e has a lot more marketing money spent on it, which any pro will tell you is how you make a thing work.</p><p></p><p>Yes, 5e is a lot "simpler" or "more streamlined" than older editions. That's about YOU, pal. People getting into this game don't care if the water is 8' deep or 20' deep. It's still too damn deep. They're people who are willing to jump into deep water. And without a DM it doesn't matter how deep the water is. In other words, YOU are the one who can make complexity judgments about rules. They can't and they don't care. </p><p></p><p>And all of you are too young to remember BECMI, probably the best balance of options and simplicity ever devised. You don't know enough about rules and game design to recognize this, which means you yawp about "edition wars." But if you're considering RPG systems based on rules and you understand the foundational matrices of RPG design, that's probably the best one. Really.</p><p></p><p>Now here's the mind-blower: the best rules system, like the best computer operating system, is seldom the one that wins. Why that is, is beyond the scope of this post--and also the secret to success at work.</p></blockquote><p></p>
[QUOTE="Vanveen, post: 7859539, member: 6874262"] Yes, actually. Barrier to entry isn't the rules, REALLY. It's finding a DM, first, and having time and friends to play--which every edition after 3rd has considered a top priority to solve. As I often say, 5e (anything after 2e) is not necessarily a better [I]game[/I], but it's a much better [I]product[/I]. My perspective as someone who does behavioral marketing is that rules complexity is the red herring--EVERY edition of D and D is too complicated. If you're willing to engage complex rules [I]at all[/I], you're in. There are a lot more millennials willing to do that, because there are a whole lot more millennials. I might add that 5e has a lot more marketing money spent on it, which any pro will tell you is how you make a thing work. Yes, 5e is a lot "simpler" or "more streamlined" than older editions. That's about YOU, pal. People getting into this game don't care if the water is 8' deep or 20' deep. It's still too damn deep. They're people who are willing to jump into deep water. And without a DM it doesn't matter how deep the water is. In other words, YOU are the one who can make complexity judgments about rules. They can't and they don't care. And all of you are too young to remember BECMI, probably the best balance of options and simplicity ever devised. You don't know enough about rules and game design to recognize this, which means you yawp about "edition wars." But if you're considering RPG systems based on rules and you understand the foundational matrices of RPG design, that's probably the best one. Really. Now here's the mind-blower: the best rules system, like the best computer operating system, is seldom the one that wins. Why that is, is beyond the scope of this post--and also the secret to success at work. [/QUOTE]
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