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<blockquote data-quote="The Little Raven" data-source="post: 3999593" data-attributes="member: 10095"><p>That was also when we had the ridiculous "Advanced" title slapped on to D&D to deny royalties, and the "Advanced" label was renowned for presenting a challenge to new gamers: where's the basic version I start with, since I'm too new for the "advanced" game... wait the Basic version is totally different... WTF?!</p><p></p><p>And no, I don't think a separate product to introduce people to the game is a good idea, again, because you make new people spend more to get into the game than you would an expert. It's the opposite of almost every other hobby in the world, since experts generally own more equipment/doodads for their hobby than someone new to the hobby.</p><p></p><p>Removing the barriers to entry by making the core books geared towards teaching new players the game is probably the best step towards growing the audience that D&D has ever taken.</p><p></p><p></p><p></p><p>D&D has a history of the former, and a history of making the latter unimportant. The DMG doesn't teach you how to DM, it merely gives you tools. That's like giving someone a bunch of programming libraries to use to build software, but not teaching them the basics of the programming language or providing examples of how to implement those libraries. Sure, some people will sort it out themselves, but the majority will not.</p><p></p><p></p><p></p><p>The more work a new DM needs to put into the campaign before he can start playing, the less likely he is to become a new DM. Best way to teach someone is to show them how to do something, and the best way to show them how to do something is to provide examples.</p><p></p><p></p><p></p><p>Precisely. That's why you provide <strong>examples</strong>, so they can understand the theory and how it's implemented.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 3999593, member: 10095"] That was also when we had the ridiculous "Advanced" title slapped on to D&D to deny royalties, and the "Advanced" label was renowned for presenting a challenge to new gamers: where's the basic version I start with, since I'm too new for the "advanced" game... wait the Basic version is totally different... WTF?! And no, I don't think a separate product to introduce people to the game is a good idea, again, because you make new people spend more to get into the game than you would an expert. It's the opposite of almost every other hobby in the world, since experts generally own more equipment/doodads for their hobby than someone new to the hobby. Removing the barriers to entry by making the core books geared towards teaching new players the game is probably the best step towards growing the audience that D&D has ever taken. D&D has a history of the former, and a history of making the latter unimportant. The DMG doesn't teach you how to DM, it merely gives you tools. That's like giving someone a bunch of programming libraries to use to build software, but not teaching them the basics of the programming language or providing examples of how to implement those libraries. Sure, some people will sort it out themselves, but the majority will not. The more work a new DM needs to put into the campaign before he can start playing, the less likely he is to become a new DM. Best way to teach someone is to show them how to do something, and the best way to show them how to do something is to provide examples. Precisely. That's why you provide [b]examples[/b], so they can understand the theory and how it's implemented. [/QUOTE]
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