Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Do you play with "casual" gamers, and how should D&D Next accomodate their needs?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Keldryn" data-source="post: 5929954" data-attributes="member: 11999"><p>I agree that modularity is aimed at dedicated players, but I don't think that it makes it harder for new players to learn the game -- depending on how the modular options are constructed. Self-contained modules which extend the core system, without changing the underlying rules and structure, are best. BECMI had a number of what are essentially modular systems that appeared as the campaign progressed, which is one way to handle such options without making the game harder to learn. </p><p></p><p></p><p></p><p>I agree with all of this. Gygaxian prose was great for developing my vocabulary, but it's a terrible way to write any sort of reference or instruction manual. Consistent and flexible mechanics eliminate much of the need for pure DM fiat, but one of the strengths of tabletop gaming is that you have a real person who can make judgement calls, instead of a computer following programmed instructions. Leave out the D&D equivalent to the "do not use while sleeping" statements on hair dryer instructions though. Assume DMs have some degree of common sense.</p><p></p><p></p><p></p><p>That's assuming that traditionalist players are looking for it to play like older editions purely out of nostalgia and a dislike of change.</p><p></p><p>I like older editions because I feel less stifled by rules and explicitly described options and because combats run much faster. I don't really like the higher lethality that much, and many of the mechanics are clunky and unintuitive. Speed of play generally trumps all of the negatives though.</p><p></p><p>A D&D with the fluidity and speed of play of older editions with the consistent mechanics of new editions could appeal to traditionalists who aren't hung up on specific mechanics and terminology, as well as casual gamers.</p><p></p><p></p><p></p><p>That's more or less the approach they took with 4e, isn't it? Computers can handle complex mechanics much faster than humans, so WoW mechanics aren't a good comparison. You also don't want to limit D&D's appeal to players of those electronic games. MMORPGs, by their very nature, are decidedly non-casual. It's extremely hard to accomplishing of anything playing casually, as the games are designed around players investing a lot of time. I've read WoW players talking about those "casual" players on message boards. Thus particular definition of casual was anyone who spent 15 hours a week or less playing the game. That's a part-time job, not casual engagement in a hobby.</p><p></p><p>We have an unprecedented number of entertainment options available today. If D&D requires a larger investment of time, effort, and money than the alternatives, it's market will keep shrinking.</p><p></p><p>A D&D with simple but flexible rules can be played anywhere, at any time, and the possibilities are only limited by the imaginations of its players. That's its appeal. When you keep adding more stuff to the core of the game, it undermines this simple appeal.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5929954, member: 11999"] I agree that modularity is aimed at dedicated players, but I don't think that it makes it harder for new players to learn the game -- depending on how the modular options are constructed. Self-contained modules which extend the core system, without changing the underlying rules and structure, are best. BECMI had a number of what are essentially modular systems that appeared as the campaign progressed, which is one way to handle such options without making the game harder to learn. I agree with all of this. Gygaxian prose was great for developing my vocabulary, but it's a terrible way to write any sort of reference or instruction manual. Consistent and flexible mechanics eliminate much of the need for pure DM fiat, but one of the strengths of tabletop gaming is that you have a real person who can make judgement calls, instead of a computer following programmed instructions. Leave out the D&D equivalent to the "do not use while sleeping" statements on hair dryer instructions though. Assume DMs have some degree of common sense. That's assuming that traditionalist players are looking for it to play like older editions purely out of nostalgia and a dislike of change. I like older editions because I feel less stifled by rules and explicitly described options and because combats run much faster. I don't really like the higher lethality that much, and many of the mechanics are clunky and unintuitive. Speed of play generally trumps all of the negatives though. A D&D with the fluidity and speed of play of older editions with the consistent mechanics of new editions could appeal to traditionalists who aren't hung up on specific mechanics and terminology, as well as casual gamers. That's more or less the approach they took with 4e, isn't it? Computers can handle complex mechanics much faster than humans, so WoW mechanics aren't a good comparison. You also don't want to limit D&D's appeal to players of those electronic games. MMORPGs, by their very nature, are decidedly non-casual. It's extremely hard to accomplishing of anything playing casually, as the games are designed around players investing a lot of time. I've read WoW players talking about those "casual" players on message boards. Thus particular definition of casual was anyone who spent 15 hours a week or less playing the game. That's a part-time job, not casual engagement in a hobby. We have an unprecedented number of entertainment options available today. If D&D requires a larger investment of time, effort, and money than the alternatives, it's market will keep shrinking. A D&D with simple but flexible rules can be played anywhere, at any time, and the possibilities are only limited by the imaginations of its players. That's its appeal. When you keep adding more stuff to the core of the game, it undermines this simple appeal. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Do you play with "casual" gamers, and how should D&D Next accomodate their needs?
Top