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Kate Welch on Leaving WotC
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<blockquote data-quote="matskralc" data-source="post: 8076787" data-attributes="member: 6802405"><p>1. The very first thing I'd present to a new player would be a pre-generated character. Meet Becky the Fighter Lady and her sidekick Ralph the Religious Dude. She's a pretty strong lady and she's got this cool sword that she can do rad things with. Here, we'll show you.</p><p></p><p>2. A scripted combat against a, I don't know, goblin or whatever. Here's a map. Becky's here, Goblinface is there. Roll your d20 and add that +1 next to Becky's Initiative entry. Did you beat Goblinface's initiative of 6? Congrats, you go first! Make a basic attack. Don't worry, we'll teach you next round how to use those cool things that Becky knows how to do. We gotta teach you a basic one, first. OK, now it's Goblinface's turn. He's going to try to stab you back but look, Becky has this neat thing she can do to stop it. Moving on to Ralph, he's got this spell called <em>sacred flame</em> and here's how it works...</p><p></p><p>3. Hooray, you defeated Goblinface! Now, here's a short, scripted roleplay encounter with Goblinface's heartbroken mother who was in the next room. Maybe something similar to conversation trees in a Bioware game, just enough to teach a few social skill checks.</p><p></p><p>4. Wasn't that fun? Now that you get the basics of combat, you can head on over to chapter Whatever to learn about some of the more advanced options available. If you'd like to see the other things Becky can learn, read about fighters starting on page This.</p><p></p><p>And then, yes, a <em>massive </em>overhaul of the core books. They are written like reference books (well, reference books with a really bad indexing system), which is great when you already know how to play. The books should start with the simple, basic concepts, and add complexity from there. Not start out with a billion character options before you've even been taught what a reaction is.</p></blockquote><p></p>
[QUOTE="matskralc, post: 8076787, member: 6802405"] 1. The very first thing I'd present to a new player would be a pre-generated character. Meet Becky the Fighter Lady and her sidekick Ralph the Religious Dude. She's a pretty strong lady and she's got this cool sword that she can do rad things with. Here, we'll show you. 2. A scripted combat against a, I don't know, goblin or whatever. Here's a map. Becky's here, Goblinface is there. Roll your d20 and add that +1 next to Becky's Initiative entry. Did you beat Goblinface's initiative of 6? Congrats, you go first! Make a basic attack. Don't worry, we'll teach you next round how to use those cool things that Becky knows how to do. We gotta teach you a basic one, first. OK, now it's Goblinface's turn. He's going to try to stab you back but look, Becky has this neat thing she can do to stop it. Moving on to Ralph, he's got this spell called [I]sacred flame[/I] and here's how it works... 3. Hooray, you defeated Goblinface! Now, here's a short, scripted roleplay encounter with Goblinface's heartbroken mother who was in the next room. Maybe something similar to conversation trees in a Bioware game, just enough to teach a few social skill checks. 4. Wasn't that fun? Now that you get the basics of combat, you can head on over to chapter Whatever to learn about some of the more advanced options available. If you'd like to see the other things Becky can learn, read about fighters starting on page This. And then, yes, a [I]massive [/I]overhaul of the core books. They are written like reference books (well, reference books with a really bad indexing system), which is great when you already know how to play. The books should start with the simple, basic concepts, and add complexity from there. Not start out with a billion character options before you've even been taught what a reaction is. [/QUOTE]
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