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Community
General Tabletop Discussion
*Dungeons & Dragons
Should the "core" world be centered around the classic races?
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<blockquote data-quote="Umbran" data-source="post: 6223209" data-attributes="member: 177"><p>Unless you have magic glue that keeps pages together until after they've read your introduction, making them read it will be difficult. More importantly, making them take it to heart would be even more difficult.</p><p></p><p>There are lots of folks on these boards that are, for lack of a better term, hardcore gearheads. They love playing with the knobs and switches. They have lots of experience playing with knobs and switches. Some of them can, without actual play experience, make some pretty drastic choices with a system, and have it turn out okay.</p><p></p><p>I do not believe the majority of players out there are hardcore gearheads, though. Most are far more causal. And there's another big swath that are decent with knobs and switches, but who ought to have a little experience with the system before they start to play with them. And, last of all, not everyone's going to be interested in doing a lot of prep-work before trying the system out. They want to *play*, not engage in game design themselves before doing anything else.</p><p></p><p>For these people - who I personally expect together make up the majority of players - the "you must engage in gearheadedness before playing" is a significant barrier to entry. So, I'm sorry, but I don't believe such a presentation would serve the game well. Presenting a core experience, and noting where the dials and switches and plug-ins are along the way for those who want them, would likely be a more successful approach.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6223209, member: 177"] Unless you have magic glue that keeps pages together until after they've read your introduction, making them read it will be difficult. More importantly, making them take it to heart would be even more difficult. There are lots of folks on these boards that are, for lack of a better term, hardcore gearheads. They love playing with the knobs and switches. They have lots of experience playing with knobs and switches. Some of them can, without actual play experience, make some pretty drastic choices with a system, and have it turn out okay. I do not believe the majority of players out there are hardcore gearheads, though. Most are far more causal. And there's another big swath that are decent with knobs and switches, but who ought to have a little experience with the system before they start to play with them. And, last of all, not everyone's going to be interested in doing a lot of prep-work before trying the system out. They want to *play*, not engage in game design themselves before doing anything else. For these people - who I personally expect together make up the majority of players - the "you must engage in gearheadedness before playing" is a significant barrier to entry. So, I'm sorry, but I don't believe such a presentation would serve the game well. Presenting a core experience, and noting where the dials and switches and plug-ins are along the way for those who want them, would likely be a more successful approach. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should the "core" world be centered around the classic races?
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