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<blockquote data-quote="barsoomcore" data-source="post: 1693016" data-attributes="member: 812"><p>Observation from one who has introduced not just pre-teen nephews but also cool raver kids and stewardesses to this hobby:</p><p></p><p>Character generation is what keeps people out. When I'm running a game for a new group, my number one concern is providing them with pre-generated characters, and printing them out on relatively simplified character sheets.</p><p></p><p>To ask someone to start this game by sitting down with the Player's Handbook and a handful of dice is really to bypass most of what's fun about the game -- solving problems on the fly, acting out fantasies and anticipating the fall of the dice.</p><p></p><p>Playing the game is something pretty much everyone I've ever tried has enjoyed. Making characters is a process not quite for everyone. Improve character generation (or remove it completely) and you make it much easier for new people to get excited about the hobby.</p><p></p><p>WinningerR's point about the internet is significant, I think. You can get so much material for free, and most of it is of a level of quality pretty much equal to most printed/professional material, that there's not much incentive to spend lots of money buying stuff. It's the same problem faced by all content creation/distribution industries such as music recording and film distribution -- as distribution costs approach zero, the barrier to entry drops, and you get more and more people willing to contribute for free, which lowers the value of the entire market.</p><p></p><p>Not sure what can be done about it other than to, as the successful publishers appear to have done, tighten one's operations, maintain high quality product and manage cash flow carefully.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1693016, member: 812"] Observation from one who has introduced not just pre-teen nephews but also cool raver kids and stewardesses to this hobby: Character generation is what keeps people out. When I'm running a game for a new group, my number one concern is providing them with pre-generated characters, and printing them out on relatively simplified character sheets. To ask someone to start this game by sitting down with the Player's Handbook and a handful of dice is really to bypass most of what's fun about the game -- solving problems on the fly, acting out fantasies and anticipating the fall of the dice. Playing the game is something pretty much everyone I've ever tried has enjoyed. Making characters is a process not quite for everyone. Improve character generation (or remove it completely) and you make it much easier for new people to get excited about the hobby. WinningerR's point about the internet is significant, I think. You can get so much material for free, and most of it is of a level of quality pretty much equal to most printed/professional material, that there's not much incentive to spend lots of money buying stuff. It's the same problem faced by all content creation/distribution industries such as music recording and film distribution -- as distribution costs approach zero, the barrier to entry drops, and you get more and more people willing to contribute for free, which lowers the value of the entire market. Not sure what can be done about it other than to, as the successful publishers appear to have done, tighten one's operations, maintain high quality product and manage cash flow carefully. [/QUOTE]
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