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I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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<blockquote data-quote="PMárk" data-source="post: 6920034" data-attributes="member: 6804619"><p>Something like that. </p><p></p><p>The simpler rules are certainly helping to make it more easy to access for newcomers. It's just easier to get non-gamer people to play something simpler, because they are here for the story and the experience of gaming. However, while 5e is simpler than 3e/PF I think people put a little too much emphasis on that. It helps, but there are a lot of more beginner-friendly games. Let's face it, for people, who are not already interested in rpgs, even systems like WoD's really simple one is daunting, because they are not interested in the <em>game.</em> But if the social environment is favorable, like now, having an easier-to learn system helps, because it allows those people to experience the collective storytelling and playing a character thing with minimal system-learning task. And again, let's face it, <em>most</em> of those people won't stay for a long time. It's the beginner's sieve. For them not having more settings with material and not having more character options is indifferent, because they just want to play occasionally and in a casual way. For them WotC's current method is ideal and I think they are the main target audience. </p><p></p><p>Also, it is a viable route, to make the game financially successful, since usually the products and companies who are targeting that audience are having more costumers than the ones with more specialist stuff. Plainly because there's a lot more casual hobbyists and dabblers than dedicated ones. However, it doesn't necessarily make the game a <em>better </em>one. Like I said, McD is <em>very </em>successful, but it doesn't make better food, than the family-run burgerist (sorry, I don't know the proper term for that) at the street corner. I agree that WotC could do both, but they aren't figured it out how yet.</p><p></p><p>Honestly, I think the main problem is the <em>culture</em> of how people view rpgs in general. For example Vampire was famously the "green marble wall", but it was never a problem for <em>me</em>. I started with the corebook, then read what caught my interest. Same with D&D. I just never experienced the intimidating factor of "too much material". Good gateway products is all you need, good corebooks, good intro adventures, good beginner boxes. I just don't get how more material for dedicated people are bad after that. Oh, and good community. I think the wors monster we have to kill, if we want more material is the collective notion of you have to read all the material to be a viable player/GM.</p></blockquote><p></p>
[QUOTE="PMárk, post: 6920034, member: 6804619"] Something like that. The simpler rules are certainly helping to make it more easy to access for newcomers. It's just easier to get non-gamer people to play something simpler, because they are here for the story and the experience of gaming. However, while 5e is simpler than 3e/PF I think people put a little too much emphasis on that. It helps, but there are a lot of more beginner-friendly games. Let's face it, for people, who are not already interested in rpgs, even systems like WoD's really simple one is daunting, because they are not interested in the [I]game.[/I] But if the social environment is favorable, like now, having an easier-to learn system helps, because it allows those people to experience the collective storytelling and playing a character thing with minimal system-learning task. And again, let's face it, [I]most[/I] of those people won't stay for a long time. It's the beginner's sieve. For them not having more settings with material and not having more character options is indifferent, because they just want to play occasionally and in a casual way. For them WotC's current method is ideal and I think they are the main target audience. Also, it is a viable route, to make the game financially successful, since usually the products and companies who are targeting that audience are having more costumers than the ones with more specialist stuff. Plainly because there's a lot more casual hobbyists and dabblers than dedicated ones. However, it doesn't necessarily make the game a [I]better [/I]one. Like I said, McD is [I]very [/I]successful, but it doesn't make better food, than the family-run burgerist (sorry, I don't know the proper term for that) at the street corner. I agree that WotC could do both, but they aren't figured it out how yet. Honestly, I think the main problem is the [I]culture[/I] of how people view rpgs in general. For example Vampire was famously the "green marble wall", but it was never a problem for [I]me[/I]. I started with the corebook, then read what caught my interest. Same with D&D. I just never experienced the intimidating factor of "too much material". Good gateway products is all you need, good corebooks, good intro adventures, good beginner boxes. I just don't get how more material for dedicated people are bad after that. Oh, and good community. I think the wors monster we have to kill, if we want more material is the collective notion of you have to read all the material to be a viable player/GM. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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