...So as for the 4E starter set and Keep on the Shadowfell, they did not entice me to start buying new books. But I hardly speak for the entire gaming population...plenty of people love the new edition. I think the new product line alone is good enough at introducing new people to the game.
If it isn't, then WotC would need to rebuild the game, not dress it in different clothes.
The three core books retail for $105.00 and contain a total of 800 plus pages. This hypothetical 4E board game does not simply 'dress it in different clothes', but rather puts out a 'barely clothed' version with regards to rules, as well as a reduced price point.
Quite a few people I know who have never gamed have expressed concern at how many rules they'd have to learn in order to play once I told them about the three core rule books. When I explained that most of it wasn't 'absolutely needed' to learn the game, they got excited again.
Their reaction is part of the reason I think that the 4E starter set is a move in the right direction; another reason being the dungeon tiles and cardboard counters [that's why I bought three starter sets].
At this point, I began to ponder to myself, "self, how can wotc improve on the desgin and the goal of the 4E starter set?".
Please note, this is just what I think would help sell D&D to more people...
1. Quick start rules are a must; the pre gens with pre selected powers are ideal. In the beginning, you'd want the customer to play the game as much as possible without having to learn 'what stacks with what' or how to optimize.
2. Short, to the point adventures tie in with point 1; the buyer doesn't need to learn how to build encounters just yet because there are some already done.
3. Multiple physical elements or 'fiddly bits'; the tiles, minis, and cards are all in this set to aid in getting a grasp of how the game works quicker, and they're 'neat'
So, I think that this hypothetical board game would:
Be 'built from' already made components for the rpg [quick start rules, dungeon tiles, minis, cards]
Make 4E easier and quicker to learn [introduce people to 4E D&D]
Sell 4E in toy stores wal mart, kmart, target, etc...
Grow the gamer base [more players and DM's] by selling it in toy stores
Make the game something that established gamers want for themselves
Advertise the books in the board game
Accept the same accessories from the rpg line as newer ones come out
Which of these would the board game accomplish? Which of these would it fail to accomplish? To what degree? Is there a better way? Is there a LESS EXPENSIVE way?
Perhaps it could be like Runebound, but when you go the an area/dungeon the game switches to a secondary map/tiles like D&D. Then you could release "adventure mods" to add to the game. Have rules that are similar to 4E but streamlined for board game play and plug the RPG for the "Full Experience!"
Never played runebound, but YES! How would you personally streamline 4E rules to achieve this?
They could use a setting map (FR, Eberon perhaps) and have tiles from the sets already produced for the dungeons. The dungeons are described in a booklet with rules to make additional ones or even random...
Just thinking out loud... or online as it were...

*I'd link to Runeboud, but BGG is down
So, would you buy something like this? Do you think wotc could get new pnp gamers from something like this? Do you think it would sell in toy stores?
It could be done.
But it couldn't just be an introductory box with a bunch of 3d pieces in it, like some people seem to want. That wouldn't fly. How would that expand the market?
1. Selling it in toy stores; wotc could reach a whole lot of people if their product was in target, kmart, wal mart, etc...
2. quicker and faster, rules light intro to 4E for new people; because 800 pages of rules can be intimidating to some people.
What do you think wotc should do to expand the 4E pnp rpg market?
My personal preference would be for something very simplified- characters that could fit on a single card, some way to upgrade them over time, etc. Then expansions could be released that included a playing piece and a new card, enabling people to play new character types. That would satisfy the all important need to include almost every character archetype in D&D.
1. Very simplified, yes; i'm right there with ya. I think the 4E starter was a good move by wotc.
2. character on a single card; I think this would be a good idea too; counters could be used to track hit points, defenses, etc, so upgrading would be a matter of having 'two silver shields' on top of your AC defense score to note that your AC is now 30. How do you envision a single card character and upgrading it?
3. I think an expansion that offered multiple cards and minis would sell better; i.e. instead of just the barbarian, wotc had a 'primal' expansion that contained ALL the primal heroes, some primal monsters/villains, primal quests [the aztec temple, the feywild cave], primal minis, and primal power/trap/monster/event cards. Heck, what about 'the isle of dread primal expansion pack'?
I am still confused as to why WotC never brought this to North America. It is freaking expensive to get shipped here.
You and me both!
Had I the money, I'd be all over Descent: Journeys into the Dark.
I've got descent, and I bought it JUST FOR the pieces to use in D&D. The fact that it's a whole board game by itself is just gravy.
That being said, one of the things I DIDN'T like about it was lack of 3d scenery; I want 3d treasure chests and the like to 'dress up' the map. But it is indeed a mighty fine product.
Given that, if there was a D&D-specific game that came along and did for D&D what say Heavy Gear Blitz did for Heavy Gear, then I'd be all over that.
Not familiar with either, can you explain?
I swear, the D&D 3e set that came with minis and Dungeon Tiles was SOOOOOO close to being really good. They need to make the "Basic Sets" play smoother as their own game (like the Red Box) AND as a lead in to the more Advanced rules, but also include things that rock for both types of players. The Red Box adventure was also a key point...no low-level adventure or -- especially -- any "single player" adventure has ever come close to that.
The 'red box' I bought was in 1987 and had the 'elmore red dragon facing off against a warrior in blue', so I think the one you're referring to was from an earlier time. I think the adventure you're talking about is 'keep on the borderlands'?
There were TWO 3.x 'basic sets'; one with a black dragon [I got a few of those], and one with a blue dragon [don't have it].
I gave one of the 'black dragon' basic sets to a friend for christmas in 2007, and him and his wife played it and liked it. They had never played D&D before, and I didn't run my friend through a sample game or anything; he did it all by himself.
I do agree wotc would have to make this board game stand on it's own AND be compatible with 4E stuff to drop in. Even if someone bought the board game, but didn't buy the core rules, they should be able to buy martial power and use the book for the board game. Selling a pnp rpg book supplement to a board game customer would be the ulitmate epic win for wotc, wouldn't it?
It [the 'D&D adventure game' that was not marketed in the USA for unknown reasons; edited by jephlewis] is quite simplistic, designed more for a younger audience, but it has most of the features I was looking for, and good components. Descent is a better game (especially with all the expansions) but it is also quite a bit more complex, to the point of perhaps being too complex when you work everything in. If you're playing with younger people or casual gamers, the D&D boardgame is a better choice.
If I could add one more game into the mix, I'd make it Prophesy. Prophesy is a game that can be best described as Talisman designed by someone who had played a lot of Euro-games. Prophesy has some very neat features, including a series of skills that available for characters to learn (basically talents/feats) from trainers where you pick from a set. I liked this game's model for character development very much.
Put these features together and I'd be onboard with the fury of, well, a nerd who has considerable disposable income.
--Steve
Could you elaborate on prophesy's character advancement/skill learning/development? what are the similarities and differences between them and 4E's advancement?
Do you think 4E's quickstart rules [the ones in the 4E starter set] are easy enough for younger people to learn, but robust enough to entertain experienced gamers?
Do you think accessories such as dungeon tiles, minis, and power cards aid new and/or younger players with regards to understanding the rules?
Do you think accessories [mentioned above] make the 4E game 'more fun' for younger and older, beginner and experienced gamers?