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<blockquote data-quote="Mewness" data-source="post: 5309850" data-attributes="member: 14889"><p>Although I've played 3.0, 3.5, and 4e, I've never bought any of the starter sets, precisely because I <em>assumed</em> that they would be products that were a lot like video game demos except that the player was expected to pay for them. (When someone else ran eventually ran the 3.5 starter adventure with me as one of the players, I thought I was pretty much correct.)</p><p></p><p>There seems to be a perception among some posters here that proper character generation rules will somehow be more alienating to new players than, say, combat rules. I find this highly unlikely. The non-gamer who "doesn't even know what a roleplaying game is" does, in fact, know what a roleplaying game is, even if he or she doesn't think in those terms. Everyone on the face of the earth has played games of "lets pretend" in which they pretend to be someone they are not; it's the rules that make RPGs weird, not the roleplaying. I really don't see how providing a set of character generation and progression rules that gives the player a reasonable amount of freedom is going to alienate new players in a way that providing a set of combat rules doesn't. I think it's easier for a non-gamer to think about what kind of character they want to be than what action they want to do in combat; I have never met a person "new" to roleplaying games who had any difficulty with the former, but I've met plenty who had difficulty with the latter.</p></blockquote><p></p>
[QUOTE="Mewness, post: 5309850, member: 14889"] Although I've played 3.0, 3.5, and 4e, I've never bought any of the starter sets, precisely because I [I]assumed[/I] that they would be products that were a lot like video game demos except that the player was expected to pay for them. (When someone else ran eventually ran the 3.5 starter adventure with me as one of the players, I thought I was pretty much correct.) There seems to be a perception among some posters here that proper character generation rules will somehow be more alienating to new players than, say, combat rules. I find this highly unlikely. The non-gamer who "doesn't even know what a roleplaying game is" does, in fact, know what a roleplaying game is, even if he or she doesn't think in those terms. Everyone on the face of the earth has played games of "lets pretend" in which they pretend to be someone they are not; it's the rules that make RPGs weird, not the roleplaying. I really don't see how providing a set of character generation and progression rules that gives the player a reasonable amount of freedom is going to alienate new players in a way that providing a set of combat rules doesn't. I think it's easier for a non-gamer to think about what kind of character they want to be than what action they want to do in combat; I have never met a person "new" to roleplaying games who had any difficulty with the former, but I've met plenty who had difficulty with the latter. [/QUOTE]
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