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Community
General Tabletop Discussion
*Dungeons & Dragons
Revisiting the Red Box.
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<blockquote data-quote="DEFCON 1" data-source="post: 9833591" data-attributes="member: 7006"><p>I personally would say the format of the Red Box is probably not necessary, due to the fact that the odds of someone being handed the box on their own under the expectation to learn and enjoy the game on their own is much, much less than it would have been 40+ years ago.</p><p></p><p>40 years ago gaming culture was much different, much smaller, much more niche, and much more looked down upon. Thus those kids and young adults who might have been curious about it would not often have a circle of other gamers who were all open about their gaming that they could turn to. Thus the need and the ability to "try D&D out on their own" (because they had no other choice) was more of a necessity. And the Red Box served that need (it certainly did for me). But these days? That sort of solo experience is exceedingly rare I feel-- rare enough that I do not think any sort of in-road nor money-earning potential could really be gained by making products focused towards those kids and young adults.</p><p></p><p>Today's youth are all a part of a wider, world-wide gaming culture, and the knowledge of what a "role-playing game" is permeates said gaming culture. So if there are youths who want to get out from behind their computer, tablet, and phone screens to "play tabletop games"... trying to do it on their own is for the most part unnecessary. There will always be others of experience (friends, family, stores, conventions, internet connections) who can bring those youths in to learn how to play... or they can gather their own gamer friends together and all work as a group to learn these games. Learning D&D in the 21st century is not a solo experience really... so making a product like the Red Box that does that is not really the best use of resources. Other styles of "starter" products I think would probably be more useful today.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9833591, member: 7006"] I personally would say the format of the Red Box is probably not necessary, due to the fact that the odds of someone being handed the box on their own under the expectation to learn and enjoy the game on their own is much, much less than it would have been 40+ years ago. 40 years ago gaming culture was much different, much smaller, much more niche, and much more looked down upon. Thus those kids and young adults who might have been curious about it would not often have a circle of other gamers who were all open about their gaming that they could turn to. Thus the need and the ability to "try D&D out on their own" (because they had no other choice) was more of a necessity. And the Red Box served that need (it certainly did for me). But these days? That sort of solo experience is exceedingly rare I feel-- rare enough that I do not think any sort of in-road nor money-earning potential could really be gained by making products focused towards those kids and young adults. Today's youth are all a part of a wider, world-wide gaming culture, and the knowledge of what a "role-playing game" is permeates said gaming culture. So if there are youths who want to get out from behind their computer, tablet, and phone screens to "play tabletop games"... trying to do it on their own is for the most part unnecessary. There will always be others of experience (friends, family, stores, conventions, internet connections) who can bring those youths in to learn how to play... or they can gather their own gamer friends together and all work as a group to learn these games. Learning D&D in the 21st century is not a solo experience really... so making a product like the Red Box that does that is not really the best use of resources. Other styles of "starter" products I think would probably be more useful today. [/QUOTE]
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Revisiting the Red Box.
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