freyar said:
From my wife's conversation with them today, their big worry (in their limited RPG experience) comes from the perceived large time commitment (an afternoon a week).
Frankly, they're right. I've come to the conclusion that we could really do with a product which comprises about 20 short (4-hour) low-prep/no-prep adventures for 5th level characters, plus some really simple char-gen rules creating characters by selecting cards (one for race, one for class, and a handful for weapons/spells/special abilities). Remove character advancement. Use all the 'normal' d20 rules. Market the game for casual gamers, or for those occasions when the regular group is short/you have guests round/whatever.
Your best bet with newbies like that is to run a single short adventure (of a scale similar to that used for the "D&D Worldwide Gameday") for the players in one evening, with pregen characters of course. Then, suggest meeting for another short game in a couple of weeks. Then, gradually introduce the idea of building a campaign (or even just sneak it up on them - if they use the same characters each time, you handle the levelling up, and have the story start to refer back to itself).
Likewise, start with a very stripped-down form of roleplay (the classic dungeon crawl is ideal), but gradually try to have characters develop personalities, probably led by your wife (she's a gamer, no?), and certainly through the NPCs.
But the biggest selling point for D&D is a kick-ass DM. So, have at it!
Incidentally, if we do end up with a group (with me as DM), what sort of campaign do you recommend for a small group of d20 newbies?
Firstly, Core Rules Only, probably without House Rules (or no more than a few simplifying rules such as 'ignore encumberance'). Secondly, go for something simple and iconic for the first experience. "Red Hand of Doom" is a good choice, and I really like the look of "Shattered Gates of Slaughtergaard". "Shackled City" might also be a good choice - it seems to be the simplest of the Dungeon paths.