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New Roleplayers - What game should they start with?
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<blockquote data-quote="ScyldSceafing" data-source="post: 725288" data-attributes="member: 5928"><p><strong>Two coppers</strong></p><p></p><p>As far as recent RPG product for absolute beginners go, I'd recommend the D&D Adventure box as the best - heck, it's practically the only product designed for the absolute newbie in the last 10 or 15 years. Everything else assumes that at least one member of the group - most likely the DM - has played and is introducing the game to the players.</p><p></p><p>I compare it to the Portal game that WotC put out to introduce new players to Magic. Magic players thought it stank because all the crunchy bits that they loved were simplified out of it - but it was extremely effective in introducing concepts like 'tapping' and 'buy cards until your bank account ruptures,' which was of course the idea.</p><p></p><p>I know of two different groups of junior-high school age kids who are now into 3e very seriously - and play it pretty well - because they got the adventure box set and tried it. And they were dubious about the fantasy thing at the time ... this is the market segment that got missed rather badly during the late 80s and 90s, iirc.</p><p></p><p>But Pkitty, I hear your concern. Kids relate much more easily to a modern high-action campaign. It's my thought that d20 Modern might be a bit much to swallow at one shot, though. <shrug></p><p></p><p>Anyway, as usual I've gone on at greater length than was necessary.</p></blockquote><p></p>
[QUOTE="ScyldSceafing, post: 725288, member: 5928"] [b]Two coppers[/b] As far as recent RPG product for absolute beginners go, I'd recommend the D&D Adventure box as the best - heck, it's practically the only product designed for the absolute newbie in the last 10 or 15 years. Everything else assumes that at least one member of the group - most likely the DM - has played and is introducing the game to the players. I compare it to the Portal game that WotC put out to introduce new players to Magic. Magic players thought it stank because all the crunchy bits that they loved were simplified out of it - but it was extremely effective in introducing concepts like 'tapping' and 'buy cards until your bank account ruptures,' which was of course the idea. I know of two different groups of junior-high school age kids who are now into 3e very seriously - and play it pretty well - because they got the adventure box set and tried it. And they were dubious about the fantasy thing at the time ... this is the market segment that got missed rather badly during the late 80s and 90s, iirc. But Pkitty, I hear your concern. Kids relate much more easily to a modern high-action campaign. It's my thought that d20 Modern might be a bit much to swallow at one shot, though. <shrug> Anyway, as usual I've gone on at greater length than was necessary. [/QUOTE]
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