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<blockquote data-quote="Reynard" data-source="post: 3999522" data-attributes="member: 467"><p>All untrue. First of all, puttinga town in the DMG (not a bad idea, mind) does not obviate the need to read the rules or understand how the game works. Second, "worldbuilding" is entirely unnecessary to playing D&D. I happen to like worldbuilding, and I like playing in games in which the DM has done some worldbuilding, but it is wholly unneccessary. The PHB conventions on classes and races and a dungeon are all the "worldbuilding" that's necessary. If the intent of 4E was really to teach ne wplayers the game, the PHB would open with a choose your own adventure/solo adventure and the DMG would open with a scripted adventure for the DM and his 4 or 5 buddies. It sounds like the books will make an effort to provide some guidance, but if you really want to get people to play without being inducted -- the traditional way of learning D&D -- you need to do what the Red Box did.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3999522, member: 467"] All untrue. First of all, puttinga town in the DMG (not a bad idea, mind) does not obviate the need to read the rules or understand how the game works. Second, "worldbuilding" is entirely unnecessary to playing D&D. I happen to like worldbuilding, and I like playing in games in which the DM has done some worldbuilding, but it is wholly unneccessary. The PHB conventions on classes and races and a dungeon are all the "worldbuilding" that's necessary. If the intent of 4E was really to teach ne wplayers the game, the PHB would open with a choose your own adventure/solo adventure and the DMG would open with a scripted adventure for the DM and his 4 or 5 buddies. It sounds like the books will make an effort to provide some guidance, but if you really want to get people to play without being inducted -- the traditional way of learning D&D -- you need to do what the Red Box did. [/QUOTE]
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