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<blockquote data-quote="Lurker37" data-source="post: 3999816" data-attributes="member: 9522"><p>OK - I've got a bit more time time so can afford to be less terse. My apologies if it came across as sharp.</p><p></p><p></p><p></p><p>Sorry - I should have made it clear that my regular gaming group are players who don't usually play D&D. They're experienced roleplayers, but most of them are not experienced D&D players. I doubt any of them have even heard of Mordenkainen's Lucubration. In fact, I'm pretty sure most of them have never heard of Mordenkainen.</p><p></p><p>These are the players I was hoping 4th Ed would appeal to more than 3.x does. (Or, to be more accurate, doesn't. The concept of running out of power for the day did <strong>not</strong> go down well. In fact, that's one of the main reasons I'm hoping 4E will be better received).</p><p></p><p>So, anything that gives them reason to complain or nitpick is a worry to me. I don't need additional speedbumps on an already rocky road to acceptance.</p><p></p><p>There was a whole other thread discussing the Golden Wyvern Adept feat that was in one of the recent previews, so I was hoping to not derail this thread by raising the subject. I'll simply repeat my view on it: using fluff in mechanics names instead of phrases that describe (or can at least act as mnemonics for) what the mechanics do is an unnecessary barrier to newcomers learning the system, especially if said fluff is not actually used prominently in the game.</p><p></p><p></p><p></p><p>I was trying to say (or perhaps it would be fairer to admit that I am saying it explicitly for the first time, now that I have more time to type a reply) that presenting a detailed, fully mapped out town with a paragraph or more describing each building and person of note is overload for a new DM, and makes it daunting for them. The rules need to <strong>explain</strong> how less is more, and that players' eyes will glaze over if you describe every single building in intricate detail. That would only take a page or so, instead of 20. </p><p></p><p>But I do agree that there needs to be something to explain how it all works to a completely new gaming group. I wonder if WoTC would consider making a PDF introductory scenario available for free download, specifically to walk a new DM through their first adventure. Lots of notes on everything, including notes on why certain locations and NPCs are only sketchy, and why others have more detail. Not so much a 'here's a first game for you to run' as 'here's an example of how to start out, with explanations as to what (usually) works, and why.' After all, most recently-released computer games start with tutorials - having something similar for an RPG might not be a completely oddball idea.</p><p></p><p>I'm not quite convinced it should be eating up page count in a core book though. Not only does it displace other information of potential use to all DMs and/or players, not just inexperienced ones, but flipping between it and all the rules an inexperienced DM usually has not yet memorised could become quite cumbersome.</p></blockquote><p></p>
[QUOTE="Lurker37, post: 3999816, member: 9522"] OK - I've got a bit more time time so can afford to be less terse. My apologies if it came across as sharp. Sorry - I should have made it clear that my regular gaming group are players who don't usually play D&D. They're experienced roleplayers, but most of them are not experienced D&D players. I doubt any of them have even heard of Mordenkainen's Lucubration. In fact, I'm pretty sure most of them have never heard of Mordenkainen. These are the players I was hoping 4th Ed would appeal to more than 3.x does. (Or, to be more accurate, doesn't. The concept of running out of power for the day did [b]not[/b] go down well. In fact, that's one of the main reasons I'm hoping 4E will be better received). So, anything that gives them reason to complain or nitpick is a worry to me. I don't need additional speedbumps on an already rocky road to acceptance. There was a whole other thread discussing the Golden Wyvern Adept feat that was in one of the recent previews, so I was hoping to not derail this thread by raising the subject. I'll simply repeat my view on it: using fluff in mechanics names instead of phrases that describe (or can at least act as mnemonics for) what the mechanics do is an unnecessary barrier to newcomers learning the system, especially if said fluff is not actually used prominently in the game. I was trying to say (or perhaps it would be fairer to admit that I am saying it explicitly for the first time, now that I have more time to type a reply) that presenting a detailed, fully mapped out town with a paragraph or more describing each building and person of note is overload for a new DM, and makes it daunting for them. The rules need to [b]explain[/b] how less is more, and that players' eyes will glaze over if you describe every single building in intricate detail. That would only take a page or so, instead of 20. But I do agree that there needs to be something to explain how it all works to a completely new gaming group. I wonder if WoTC would consider making a PDF introductory scenario available for free download, specifically to walk a new DM through their first adventure. Lots of notes on everything, including notes on why certain locations and NPCs are only sketchy, and why others have more detail. Not so much a 'here's a first game for you to run' as 'here's an example of how to start out, with explanations as to what (usually) works, and why.' After all, most recently-released computer games start with tutorials - having something similar for an RPG might not be a completely oddball idea. I'm not quite convinced it should be eating up page count in a core book though. Not only does it displace other information of potential use to all DMs and/or players, not just inexperienced ones, but flipping between it and all the rules an inexperienced DM usually has not yet memorised could become quite cumbersome. [/QUOTE]
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