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Is there a need for a simplified D&D?
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<blockquote data-quote="buzz" data-source="post: 1757195" data-attributes="member: 6777"><p>As it should. It's not for them.</p><p></p><p></p><p>There was <em>Everway</em>. It didn't sell. Decipher's LOTR RPG is lighter than D&D, and they dropped it like a hot potato.</p><p></p><p></p><p>Have you looked at Eden's Unisystem? <em>Donjon</em>? FUDGE/FATE? Decipher's LOTR RPG?</p><p></p><p></p><p>New gamers have the $9.95 Basic Set that's been around since 2000. Or the new one. Or play with a friend who has the books.</p><p></p><p></p><p>There's the Basic Set. There's also the Star Wars and D&D mini games, which are basically tactical RPGs. And don't forget Clix stuff.</p><p></p><p></p><p>The question is whether they were profitable, I suppose. It's hard to tell when you're talking about TSR. I know I've heard many publishers say that producing boxed RPGs is simply not cost-effective. I'm not sure if recent attempts (Decipher's LOTR adventure games, the 3e Basic set) have seen much success.</p><p></p><p>I think that the general demographic has changed enough that these sorts of introductory, self-contained packages might not be as necessary. You're not necesarily marketing to 10-year-olds who don't even know what an RPG is or that there are dice with more than 6 sides. You're marketing to older teens and college students who've been raised on video games and Magic cards. Even the younger kids I've seen in stores are already comfortable with the RPG as a concept, and have probably already been playing clicky games.</p><p></p><p>I dunno. I stand firmly behind Clix and the WotC minis games serving the role the boxed games of the past did. They basically cover the core bits of RPGs, but they do it with a low entry cost and generally quick start-up time. D&D doesn't need to compete with this directly. It needs to be a place for these kids to go when they want to know what their evlen ranger does when he's not fighting people. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="buzz, post: 1757195, member: 6777"] As it should. It's not for them. There was [i]Everway[/i]. It didn't sell. Decipher's LOTR RPG is lighter than D&D, and they dropped it like a hot potato. Have you looked at Eden's Unisystem? [i]Donjon[/i]? FUDGE/FATE? Decipher's LOTR RPG? New gamers have the $9.95 Basic Set that's been around since 2000. Or the new one. Or play with a friend who has the books. There's the Basic Set. There's also the Star Wars and D&D mini games, which are basically tactical RPGs. And don't forget Clix stuff. The question is whether they were profitable, I suppose. It's hard to tell when you're talking about TSR. I know I've heard many publishers say that producing boxed RPGs is simply not cost-effective. I'm not sure if recent attempts (Decipher's LOTR adventure games, the 3e Basic set) have seen much success. I think that the general demographic has changed enough that these sorts of introductory, self-contained packages might not be as necessary. You're not necesarily marketing to 10-year-olds who don't even know what an RPG is or that there are dice with more than 6 sides. You're marketing to older teens and college students who've been raised on video games and Magic cards. Even the younger kids I've seen in stores are already comfortable with the RPG as a concept, and have probably already been playing clicky games. I dunno. I stand firmly behind Clix and the WotC minis games serving the role the boxed games of the past did. They basically cover the core bits of RPGs, but they do it with a low entry cost and generally quick start-up time. D&D doesn't need to compete with this directly. It needs to be a place for these kids to go when they want to know what their evlen ranger does when he's not fighting people. :) [/QUOTE]
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