This is why I want to see an optional D&D, Online. By that I mean a virtual tabletop, with little minis, a turn-based battle system that can handle attacks and integrates with the online character database, terrain tiles for the DM to place, etc. etc. Compare to
D&D Online, which is a D&D-flavored MMO. I'd rather play the former.[/quote
Yes, I think DM tools one computers are great. I think that these are all good ideas. My main point was they can not be exclusive to the digital format. You want D&D to naturally flow to the gather the friends together or new players are less likely to get created. It is one thing to have friends get separated and then play over the internet. But new people are not likely to discover role playing this way. I think online communities like this one are people who already play and come together and then maybe discover online roleplaying options. New players rarely find roleplaying this way.
Let me lay it out how I see it should be:
Mainstream D&D Brands - good, fun movie/ D&D novels (which are there)/ D&D video games (mostly there)/ a decent MMO. - these get new customers into the brand.
Intermediate Brands - Easy to use PHB, DMG and MM. Online content and DI. Magazines. D&D miniatures, but find a better way to get people playing this as a game on its own. There should be organized approach and better appeal to the quick play wargame market. D&D basic game redo that makes it more like the boardgames coming out of days of wonder, fantasy flight etc. Market the D&D board game to the mainstream and hobby store.
Hobby Brands - D&D add on books. Accessories like maps, tiles, adventures, software tools. Sanctioned DM program that encourages outreach, tie in to hobby stores, and gives DMs involved special rewards they can get nowhere else.
I would use the settings too. They could be advertised as 'A dungeons and dragons world setting' So you can go back to releasing all this material for the settings I mentioned above in the intermediate and hobby levels. The only mainstream level would be the novels and video games, but not the mmo.
Getting together face to face is increasingly hard as your audience ages. Jobs, significant others, kids, and housework make it hard for two people to get together--let alone five. MMOs (and Xbox Live) flourish because you can get home, logon, and game with all your buddies from the comfort and convenience of your home.
To lower the barrier of entry, you've got to give a curious potential customer the chance to try D&D without requiring him to find 1) an experienced player, and 2) 3 other people. To do that best, you've got to give the potential customer a way to play the game alone, via some sort of online demo that they can try alone.
I think D&D needs to find a way to get 10-14 year old kids to play it. They have time, they are face to face and if you do it online they are not going to pay attention. You have to show them how it is better than playing online. Those kids that would be playing D&D (ie all of us if we were kids now) are playing WOW and Counterstrike, or other online games somewhere between those too. Making D&D copy WOW or putting it online in a form cool to us, but not them will not get new customers. You have to bottle the magic and excitement we all felt playing it back before computer games were visually more engaging. You have to market the power of the imagination. You can't do it by laying out like figures and dice and maps and saying here you go.
You do it by saying:
'As the three of you walk down the path, you feel a chill in the air and notice the forest has become silent. Ahead, you see two hulking figures standing at the foot of the bridge. The shadow and mist obscures them, though they seem to notice you. You stop, hoping they haven't seen you, then they come forward in tattered clothes each carrying a broken tree limb as a club. Twice the height and four times the bulk of a man, the creatures peer down at you with a venom in their eyes. Then one speaks through its broken, yellow teeth. It's acrid breath washing over you "Soft morsels bring gold or meat? Pay us and we let you live, perhaps yessss? Else you be meat...."
DM: What do you do?'
That is what D&D is, and what it should teach. That is how you get kids out of the video game and behind dice at a table. On other thing, video game show everything. That is the big deal, basically the special effects of the graphics card. but some of the most intense and best movies show less to engage the audience more, Jaws being a prime example. D&D's strength is in the allowing players imaginations to fill in the gaps. Video Games take that away, more and more too as they get better visuals.
A lot of the joy of D&D is derived from the face-to-face nature of tabletop: hanging out with friends, eating pizza, rolling funny dice. D&D as we've know it isn't going away. But to attract new users--in particular, the millions who play RPGs online--I think it'd be a smart move to provide an online "virtual tabletop" option for D&D.
-z
We are on the same page, just coming from different angles. I am looking at it as a business should...i.e. how do I get more customers? How do I get new kids playing D&D? My concern is that WOTC is failing to see some of these key things as a lot of their business decisions are always experimental. It feels like they are coming at D&D wrong, looking at it as veteran D&D players and the whole kick in the door of the dungeon approach. That is a viable play method, but it needs to be able to grow into more. It needs to capture the interest and imaginations of new audiences. D&D has always been about cutting edge fantasy and pushing the boundaries on worlds and ideas. It has brought together amazing talent and concepts both within the companies and the customer bases. The best creative works I have ever seen originate in this hobby, and that is why I love it and why I want to get to publishing and working with a creative team full time. It is why I started our store and won't stop until we have perfected it. I know what makes this industry tick because I love it more than anything (except my family of course).
To me, gaming is an entertainment medium with its appeal in how it engages its customers actively. It is not passive, it does not tell you one story or make you play one way. It involves you, allows you to express with your ideas, allows you to experience creative work with your friends in a non-repeatable manner. It is a form of art and fun brought together. The best works are brilliant, the worst of it is terrifying (like the D&D movie

) and somewhere in the middle is most of people's games. Everything you do to bring in more players and elevate other people's experiences and make D&D (and other games in general) faster to get into that experience the better this whole industry is for it.