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<blockquote data-quote="WayneLigon" data-source="post: 4304602" data-attributes="member: 3649"><p>OD&D managed to do it in an atmosphere with far fewer distractions, and it was a unique thing for it's time. Also, it was much smaller. Even with the poor organization and sometimes vague language, you could easily get through the whole thing in a couple hours or so and then start teaching your friends. </p><p></p><p>Also, since it was sold only to hobby shops, you were selling to a bunch of customers who were already accustomed to sitting down with a thick book of Ancients minis rules or complex boardgame rules and powering through that. It's first blush of success was with college students, people who again were accustomed to delving through really complex material. It wasn't until they starting taking it home that we have 12 year olds playing the game.</p><p></p><p>You didn't have people picking it up off a shelf at Borders and saying 'Hey, I wonder what this is?', which is probably what needs to happen for the hobby to grow some more. Most people simply are not going to take home 300+ pages of rules at $30-someodd on the hope they'll like it. There should be ONE book at < 200 pages that contains what a person would need to play D&D, and it should say "Dungeons and Dragons" in big bold letters on the cover. A pull out grid map and some cardboard counters by Klaus you'd be ready to go (Of course, I'd also change D&D to work with d6 only, because d6's are cheap and easy to find even in grocery stores but that's neither here nor there).</p><p></p><p>Something else I've also thought of: One reason the Basic/Expert, etc books were a good idea was that the time it took to go up in levels was so slow. You could play a good three months or more on the Basic tier; certainly enough time to know if you liked it or not.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 4304602, member: 3649"] OD&D managed to do it in an atmosphere with far fewer distractions, and it was a unique thing for it's time. Also, it was much smaller. Even with the poor organization and sometimes vague language, you could easily get through the whole thing in a couple hours or so and then start teaching your friends. Also, since it was sold only to hobby shops, you were selling to a bunch of customers who were already accustomed to sitting down with a thick book of Ancients minis rules or complex boardgame rules and powering through that. It's first blush of success was with college students, people who again were accustomed to delving through really complex material. It wasn't until they starting taking it home that we have 12 year olds playing the game. You didn't have people picking it up off a shelf at Borders and saying 'Hey, I wonder what this is?', which is probably what needs to happen for the hobby to grow some more. Most people simply are not going to take home 300+ pages of rules at $30-someodd on the hope they'll like it. There should be ONE book at < 200 pages that contains what a person would need to play D&D, and it should say "Dungeons and Dragons" in big bold letters on the cover. A pull out grid map and some cardboard counters by Klaus you'd be ready to go (Of course, I'd also change D&D to work with d6 only, because d6's are cheap and easy to find even in grocery stores but that's neither here nor there). Something else I've also thought of: One reason the Basic/Expert, etc books were a good idea was that the time it took to go up in levels was so slow. You could play a good three months or more on the Basic tier; certainly enough time to know if you liked it or not. [/QUOTE]
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