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RSDancey replies to Goodman article (Forked Thread: Goodman rebuttal)
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<blockquote data-quote="Aberzanzorax" data-source="post: 4836870" data-attributes="member: 64209"><p>I'll agree with what was said on the prior page.</p><p> </p><p>Time is the issue.</p><p> </p><p>Kids today (ugh...what a horrible way to start a sentence) in the U.S. have a lot less free time than we did when I was a kid (and I had less than my parents). This is particularly true in terms of large chunks of free time. </p><p> </p><p>Kids are overscheduled, by and large. That leads to "entertainment in snippets" rather than in large blocks.</p><p> </p><p> </p><p> </p><p>A corollary, and a sad story:</p><p>When my son was born, I wasn't really able to play for about a year. I ended up reading D&D RULEBOOKS (adventures or monsters usually) because I could read them for 5 minutes at a time. I just didn't have the chunks of time to read a novel.</p><p> </p><p> </p><p>So, yeah, I'll agree that no matter the game or system, it's going to be hard to get kids with little time to play. Of course, a system designed to be "uber simple to pick up and play" had better also have a lot of variety and depth (like Mancala, or even checkers....the rules are simple, but the gameplay can be complex). </p><p> </p><p>No level of "addressing the problem" will suffice if new problems (such as a shallow play experience, a lack of meaningful "mastery", no "reward" for long term play, or barriers to some friends--such as cost, equipment, computer compatibility, etc) arise.</p><p> </p><p>Please note, I am not accusing any current system/game of having those above problems. I'm just pointing out the potential pitfalls of a "quick and easy" game.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 4836870, member: 64209"] I'll agree with what was said on the prior page. Time is the issue. Kids today (ugh...what a horrible way to start a sentence) in the U.S. have a lot less free time than we did when I was a kid (and I had less than my parents). This is particularly true in terms of large chunks of free time. Kids are overscheduled, by and large. That leads to "entertainment in snippets" rather than in large blocks. A corollary, and a sad story: When my son was born, I wasn't really able to play for about a year. I ended up reading D&D RULEBOOKS (adventures or monsters usually) because I could read them for 5 minutes at a time. I just didn't have the chunks of time to read a novel. So, yeah, I'll agree that no matter the game or system, it's going to be hard to get kids with little time to play. Of course, a system designed to be "uber simple to pick up and play" had better also have a lot of variety and depth (like Mancala, or even checkers....the rules are simple, but the gameplay can be complex). No level of "addressing the problem" will suffice if new problems (such as a shallow play experience, a lack of meaningful "mastery", no "reward" for long term play, or barriers to some friends--such as cost, equipment, computer compatibility, etc) arise. Please note, I am not accusing any current system/game of having those above problems. I'm just pointing out the potential pitfalls of a "quick and easy" game. [/QUOTE]
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RSDancey replies to Goodman article (Forked Thread: Goodman rebuttal)
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