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<blockquote data-quote="mmadsen" data-source="post: 443018" data-attributes="member: 1645"><p>I think there are a number of things that could make the game more playable "out of the box" -- some have been touched on; some haven't.</p><p></p><p>Umbran mentioned "a drastic enough simplification of the game to make it restrictive". That sounds awful, phrased like that, but a simpler set of core rules would certainly make more sense to new players -- and it's not as if they can't buy supplements later.</p><p></p><p>Agback made the excellent point that "in D&D so much depends on knowing details about features of the D&D game world" and that a more "realistic" world is easier to understand and gamemaster.</p><p></p><p>Of course, saying "realistic" in a D&D conversation summons all kinds of trouble, but he has a point. Once characters can ignore common soldiers, fly, teleport, read minds, divine truth, etc., it becomes much, much harder to plan an adventure. You'll notice that low-level adventure modules read more like common fantasy stories. High-level adventures read like pure D&D.</p><p></p><p>So we simplify the game a bit and we reserve the reality-bending magic for higher levels. That helps a bit. What else can we do? For all its many pages of advice, I don't think the DM's Guide lays out the typical adventure formula quite clearly enough. I'd like to see something as crystal clear as <a href="http://www.miskatonic.org/dent.html" target="_blank">The Lester Dent Pulp Paper Master Fiction Plot</a>. (Lester Dent wrote the Doc Savage stories.) Once you know what you're doing, you can drop the formula. A snippet:</p><p>Everyone could also use certain locations mapped out, preferably full-size, as battle maps: a tavern, a tower, a keep, a monster den, etc.</p><p></p><p>Everyone could also use pregenerated stats for certain common monsters/enemies -- not just the 1st-level Goblin Warriors, but their 3rd-level Captain, the Wolf-Riders, etc.</p><p></p><p>What would you put in a Basic Set?</p></blockquote><p></p>
[QUOTE="mmadsen, post: 443018, member: 1645"] I think there are a number of things that could make the game more playable "out of the box" -- some have been touched on; some haven't. Umbran mentioned "a drastic enough simplification of the game to make it restrictive". That sounds awful, phrased like that, but a simpler set of core rules would certainly make more sense to new players -- and it's not as if they can't buy supplements later. Agback made the excellent point that "in D&D so much depends on knowing details about features of the D&D game world" and that a more "realistic" world is easier to understand and gamemaster. Of course, saying "realistic" in a D&D conversation summons all kinds of trouble, but he has a point. Once characters can ignore common soldiers, fly, teleport, read minds, divine truth, etc., it becomes much, much harder to plan an adventure. You'll notice that low-level adventure modules read more like common fantasy stories. High-level adventures read like pure D&D. So we simplify the game a bit and we reserve the reality-bending magic for higher levels. That helps a bit. What else can we do? For all its many pages of advice, I don't think the DM's Guide lays out the typical adventure formula quite clearly enough. I'd like to see something as crystal clear as [url=http://www.miskatonic.org/dent.html]The Lester Dent Pulp Paper Master Fiction Plot[/url]. (Lester Dent wrote the Doc Savage stories.) Once you know what you're doing, you can drop the formula. A snippet: Everyone could also use certain locations mapped out, preferably full-size, as battle maps: a tavern, a tower, a keep, a monster den, etc. Everyone could also use pregenerated stats for certain common monsters/enemies -- not just the 1st-level Goblin Warriors, but their 3rd-level Captain, the Wolf-Riders, etc. What would you put in a Basic Set? [/QUOTE]
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