Agreed. Furthermore, it might be possible to be a hardcore RPGer and yet not particularly care for the accountancy aspects of traditional games. A "basic game" could appeal this consituency (assuming that it exists).Not really, or at least they only give a feel for one (albeit major) aspect of the game: tactical combat and, I would think, some semblance of a dungeon-crawl. But that is nothing new and nothing that can't be experienced with other board games or computer games.
What is lacking is the play of imagination - and that, imo, is what makes RPGs special. A lighter version of D&D would allow people to experience the play of imagination D&D-style without the density of numbers and statistics.
Now I would guess that the vast majority of long-term D&D players like numbers and statistics and aren't intimidated by them. But for those of us with non-gamer spouses and friends, we know that there are plenty of folks out there that would enjoy the imagination part if they didn't have to wade through so much nerdage.
Not really, or at least they only give a feel for one (albeit major) aspect of the game: tactical combat and, I would think, some semblance of a dungeon-crawl. But that is nothing new and nothing that can't be experienced with other board games or computer games.
What is lacking is the play of imagination - and that, imo, is what makes RPGs special. A lighter version of D&D would allow people to experience the play of imagination D&D-style without the density of numbers and statistics.
Now I would guess that the vast majority of long-term D&D players like numbers and statistics and aren't intimidated by them. But for those of us with non-gamer spouses and friends, we know that there are plenty of folks out there that would enjoy the imagination part if they didn't have to wade through so much nerdage.
So a basic game, rules "light" to give people a general feel for D&D...wait, isn't this what the board games do?
I don't know the board games well enough, but I think they might be a bit too focused on meaningless combat for my taste.So if an "imagination" component were added to the board games they would serve as a basic introduction to D&D and RPGs in general?
This may be true, but I don't want my RPG to be a game where the narrative is not a part of the play (which is the problem with Talisman, or with even flavour-heavy CCGs). What makes it an RPG is that play involves engaging the unfolding narrative - the shared imaginary space.Imagination can be applied to anything. Entire narratives have been constructed based off of a Monopoly or Risk game.
What would RPGs look like if something like this was considered mainstream RPGing? - not just the primer, but the real deal!Game 1 - something extremely rules light in the vein of Dread. A Jenga Tower style rpg where you do everything narratively and if the tower falls over, you all die. Perfect for introducing team play, narrative play and the idea of mechanics applying not just to what the rules say they do, but to anything you want them to do.
I think you are underestimating how much playing a game without the RP aspects of RPGs actually leaves kids WANTING the full RPG experience. I know the thing that got me hooked immediately on D&D as a kid was realizing that I could make choices in D&D I wasn't allowed to make when playing Dungeon! or my Fighting Fantasy game books. I could interrogate the Hobgoblin instead of just killing it. I could trick the old Wizard into telling me where the secret MacGuffin of Doom was kept instead of either bribing him or proceeding along the northward path.Not really, or at least they only give a feel for one (albeit major) aspect of the game: tactical combat and, I would think, some semblance of a dungeon-crawl. But that is nothing new and nothing that can't be experienced with other board games or computer games.

So if an "imagination" component were added to the board games they would serve as a basic introduction to D&D and RPGs in general? I'm honestly asking because I find the idea intriguing.
Agreed. Furthermore, it might be possible to be a hardcore RPGer and yet not particularly care for the accountancy aspects of traditional games. A "basic game" could appeal this consituency (assuming that it exists).
Imagination can be applied to anything. Entire narratives have been constructed based off of a Monopoly or Risk game. The problem of "nerdage" has more to do with D&D culture (and how the culture is viewed) than the game itself. That stigma started in the '80s and got worse in the '90s.
The plug-and-play power system for 4e makes it easy to pick up. Players don't have to read the whole stupid book or understand level 32 powers when the game starts at first level. They may not quite know what a "warlord" is in 4e context, but the class names are usually dead give-aways. And if they've played the board game, then they understand the basic premise of combat (which is the trickiest part to teach). Imagination is already brought.
Roll Dice. Add Modifier. Ask the DM if the number is high enough to succeed at what you were trying to do. For everything else, there's Mastercard.
I think you are underestimating how much playing a game without the RP aspects of RPGs actually leaves kids WANTING the full RPG experience. I know the thing that got me hooked immediately on D&D as a kid was realizing that I could make choices in D&D I wasn't allowed to make when playing Dungeon! or my Fighting Fantasy game books. I could interrogate the Hobgoblin instead of just killing it. I could trick the old Wizard into telling me where the secret MacGuffin of Doom was kept instead of either bribing him or proceeding along the northward path.
I think a game like Castle Ravenloft or Wrath of Ashardalon with a properly worded and illustrated advertising insert telling kids, "Hey, D&D is just like this, but with more choice!" is the perfect introduction to D&D for the 12 and under crowd.
Really, I think that something like a Euro-style board game is precisely the sort of "bridge" game that would work great....
Stuff all that into a box and call it something cool because I absolutely suck at naming stuff and there's what I want as a Basic set. 3 standalone games that can be played in 2-4 hours that work up to a campaign game once you've managed to hook them into the basic ideas of what rpg's are about.
I don't know the board games well enough, but I think they might be a bit too focused on meaningless combat for my taste.
The imagination component I think is important for an RPG is the idea that the player is controlling a PC who is his/her primary vehicle for engaging the gameworld. To use some Forge terminology, it's about exploring a shared imaginary space....
....I don't want my RPG to be a game where the narrative is not a part of the play (which is the problem with Talisman, or with even flavour-heavy CCGs). What makes it an RPG is that play involves engaging the unfolding narrative - the shared imaginary space.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.