Upper_Krust said:
Basically all we are trying to do is boil the game down to the fun elements and get rid of the minutiae of micro-management.
Some people enjoy the micro-management.
As you remove elements that some enjoy, you potentially lose that chunk of the market - to whit:
Upper_Krust said:
Also it will be more fun for the DM because they can play a more adversarial role.
- when I GM, I don't want to play an adversarial role. When I play, I don't want a game where the GM runs the game in an adversarial fashion. If you make a game like you suggest, the odds are I won't buy or play it.
Upper_Krust said:
Additionally, how do you sell the game to new players? If you have a board, minis and cards I think you would attract far more people, especially young kids, families and casual gamers.
Thinking of those who've joined my local rpg groups in the last couple of years, there were two common factors amidst them:
1) They also played wargames, and found their way into playing rpgs through rpg gamers in the wargames club; and / or
2) They had started with computer rpg games like Baldur's Gate, and then found out about the tabletop hobby.
DDM already address the first factor there - it's essentially a tactical wargame that could encourage people to look into the tabletop game. The second factor is somewhat addressed by DDO, but I'm not sure that there's anything feeding people from that into the tabletop hobby.
Rather than creating a dumbed down game that competes with the full game, why not create a game in a different section of the games market that can provide a player with a lead into the tabletop hobby?
Shadowslayer said:
(as I write this, I'm thinking maybe the problem facing RPGs is their frigging name.)
WOTC refer to D&D as an 'adventure game' from time to time don't they?