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Legend
Hussar said:Something I'm quite curious about is why people seem to think that a "Basic" D&D will draw new gamers in. D&D shouldn't IMO, be the gateway game to itself.
Agreed. The current Basic set represents wasted money. Like the game? Right, you need to buy the core rules, and discard what you've got. Don't like the game? You've wasted your money.
The difference with the old "Red Box" was that it was the game, which you then expanded with the Expert Set, but never actually discarded. (Well, except that there was that whole "Advanced" game out there... but that was very clearly a whole different game, so buying new rulebooks was to be expected.)
To me, the gateway game to D&D is DDM. Think about it for a second. Someone coming to D&D from DDM has most of the combat rules absolutely nailed. They don't need AOO's explained to them, they know exactly how they work. They don't need the majority of the mechanics explained.
Agreed... for the mechanics. But there's still a couple of paradigm shifts to grapple with:
1) Each player only has one mini. Not a big shift, to be fair.
2) The players work co-operatively to achieve their goal. Even the DM isn't really 'the enemy', but more a facilitator of fun. This is unusual in board games as a rule, and most video games remain competitive. That said, the notion of 'teams' is hardly difficult to grasp.
3) The idea of 'role-playing', where the character is not just a collection of stats.
Still, if there is a gateway product, that's where it would lie. What would probably be a good idea would be for Wizards to publish some sort of 'role-playing' supplement for DDM that adds the various concepts to that game, probably tied in to the Fantastic Locations, with a view to making the shift. Ideally, this should be a very small leaflet, and should be enclosed in every booster (probably not the starter set, because you get them into DDM then convert them... don't try to do everything all at once).
Honestly, a D&D CCG would be a fantastic idea. I have no idea how to make it work, but, something that gives the basic mechanics to the early teens crowd and then ties in with products that their older brother's are playing.
If they could tie it in to some of the mechanics that DDM glosses over (and here I must confess my ignorance of the intricacies of DDM... does it cover Vancian magic? Either that or character advancement would be my picks) then it would serve as a complementary 'gateway' to the RPG. (Might compete with MtG though...)
On the other hand, does Wizards really care about providing a gateway to D&D? Or are they just producing the RPG to keep the brand vibrant, while they license it for minis, CCGs, movies, novels, video games, and so forth?