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<blockquote data-quote="Zaruthustran" data-source="post: 3314812" data-attributes="member: 1457"><p>We already have a WoW-like experience with D&D classes, races, and monsters: D&D Online, by Turbine. That's a whole other topic. I'd just like D&D to offer--<em>in addition to hardcover books</em>--well designed online tools with polished interfaces. </p><p></p><p></p><p></p><p>Assume that any person has a finite entertainment budget, in terms of both dollars and time. Those seven million WoW players are each spending $15/month, plus (on average) 20 hours per week. Those are big drains on the limited budget, leaving few dollars and hours for D&D.</p><p></p><p>More and more people prefer MMORPGs because you do more stuff in less time. In a four-hour D&D session, you might get into four fights and advance 1/4 of a level. In the same amount of time in an MMORPG, you've accomplished a dozen quests, gotten into hundreds of fights, and advanced at least 1, probably 2 or 3 levels. </p><p></p><p>I state the above not to get into a debate over whether MMORPGs or TT RPGs are objectively "better", but to suggest that people prefer to spend time *playing* rather than flipping through books and deciphering rules. </p><p></p><p>So keep the hard-bound books for bathroom reading. But give players polished tools that remove the burden of busywork, allowing them to spend more time on actual gameplay.</p><p></p><p>I'm going to out on a limb and guess that the dwindling cadre of old-school gamers--the same guys that ranted against the debut of 3E--will reflexively reject any hint that WotC might offer online options for players. That's fine. To survive (and grow!), D&D needs to attract new customers. The easiest way to do that is to present the game in a way that's familiar and user-friendly.</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3314812, member: 1457"] We already have a WoW-like experience with D&D classes, races, and monsters: D&D Online, by Turbine. That's a whole other topic. I'd just like D&D to offer--[i]in addition to hardcover books[/i]--well designed online tools with polished interfaces. Assume that any person has a finite entertainment budget, in terms of both dollars and time. Those seven million WoW players are each spending $15/month, plus (on average) 20 hours per week. Those are big drains on the limited budget, leaving few dollars and hours for D&D. More and more people prefer MMORPGs because you do more stuff in less time. In a four-hour D&D session, you might get into four fights and advance 1/4 of a level. In the same amount of time in an MMORPG, you've accomplished a dozen quests, gotten into hundreds of fights, and advanced at least 1, probably 2 or 3 levels. I state the above not to get into a debate over whether MMORPGs or TT RPGs are objectively "better", but to suggest that people prefer to spend time *playing* rather than flipping through books and deciphering rules. So keep the hard-bound books for bathroom reading. But give players polished tools that remove the burden of busywork, allowing them to spend more time on actual gameplay. I'm going to out on a limb and guess that the dwindling cadre of old-school gamers--the same guys that ranted against the debut of 3E--will reflexively reject any hint that WotC might offer online options for players. That's fine. To survive (and grow!), D&D needs to attract new customers. The easiest way to do that is to present the game in a way that's familiar and user-friendly. -z [/QUOTE]
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