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Kate Welch on Leaving WotC
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<blockquote data-quote="Henry" data-source="post: 8078938" data-attributes="member: 158"><p>Oh, I remember how — it was because I played without using even half of the rules as written, because they were too hard for 10-year old me to understand. Fueled off of the art, the class concepts, treasure descriptions, and descriptions of role play and encounter examples in the Moldvay Red box, I filled in the blanks by describing combats to my players after they made their choices, and throwing cool loot at them from the limited treasure tables. Same thing with Expert Blue Box and then the AD&D books. It wasn’t until actually joining a different experienced group about 7 years later that I truly understood most of the actual rules in the books.</p><p></p><p>There’s a significant problem though, one which at its heart brings up the old 4e debates of a decade past - at what point does streamlining make it something that the majority of existing players find hard to recognize as the same game? My early D&D games would have been something existing D&D players of the day would have called “choose your own adventure D&D” instead of a D&D game. There is also a seeming stigma to “introductory” products as opposed to making streamlined rules a part of the “full” game - it seems as if it’s not part of the main game new players have a harder time figuring out how to make the transition.</p><p></p><p>I’m not saying I know what to do about ANY of these issues - I recognize that the game is inherently hard for a new player group to spring into existence without a guiding hand of a current player. However, I don’t want a game that is SO different that someone who learned it recently would have to re-learn everything just to join a game with existing players.</p></blockquote><p></p>
[QUOTE="Henry, post: 8078938, member: 158"] Oh, I remember how — it was because I played without using even half of the rules as written, because they were too hard for 10-year old me to understand. Fueled off of the art, the class concepts, treasure descriptions, and descriptions of role play and encounter examples in the Moldvay Red box, I filled in the blanks by describing combats to my players after they made their choices, and throwing cool loot at them from the limited treasure tables. Same thing with Expert Blue Box and then the AD&D books. It wasn’t until actually joining a different experienced group about 7 years later that I truly understood most of the actual rules in the books. There’s a significant problem though, one which at its heart brings up the old 4e debates of a decade past - at what point does streamlining make it something that the majority of existing players find hard to recognize as the same game? My early D&D games would have been something existing D&D players of the day would have called “choose your own adventure D&D” instead of a D&D game. There is also a seeming stigma to “introductory” products as opposed to making streamlined rules a part of the “full” game - it seems as if it’s not part of the main game new players have a harder time figuring out how to make the transition. I’m not saying I know what to do about ANY of these issues - I recognize that the game is inherently hard for a new player group to spring into existence without a guiding hand of a current player. However, I don’t want a game that is SO different that someone who learned it recently would have to re-learn everything just to join a game with existing players. [/QUOTE]
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