delericho said:
The current core rules have an RRP of $105, clock in at 832 pages of text, and are very big, heavy and intimidating. Put them in front of a typical 14-year-old, and you have roughly 0% chance of getting a new gamer out of it.
While Chris makes a lot of good points in his blog, and delericho's suggestions don't suck, I don't agree at all with the assumption above.
When I was 13 years old (lo those many moons ago), I was attracted to D&D precisely
because of those dense, mysterious, incomprehensible manuals. A glance through the books was full of suggestion and the promise of many secrets to be revealed. The effort required to ferret out those secrets was a feature, not a bug.
Yes, that was a different era, but I don't fully buy the "kids these days" view that D&D's psychographic has been wiped out by the electronic age. Sure, there are kids who will look at the 832 pages of text and say "that looks like work; I'll stick with Grand Theft Auto." But guess what? That kid was probably
never, ever going to play D&D--not now, and not back in 1979.
I agree that simplifying entry-level D&D has the potential to broaden the base of entry-level players (I was, after all, the architect of the 3E Black Dragon version of the Basic Game). And I agree that some of the players who try a broad-base entry-level version of the game will, through it, discover full-fledged D&D. But I reject the notion that D&D's complexity and scope is strictly a liability. It is, in fact, one of the game's key assets, even at the acquisition stage.