Hi Wolv0rine!
Wolv0rine said:
Since when has complexity choked and inhibited anything from gathering new interested people?
When they (meaning new or casual gamers) go into a shop and can't have the game demonstrated within a few minutes of their time.
Or when someone new to the game finds that theres a recommended 960 pages just to get you started.
Wolv0rine said:
New uninterested people, sure.
Someone could have an interest in Lord of the Rings or Harry Potter and never be turned on to Dungeons & Dragons simply because you really need to be indoctrinated into D&D. I'd guesstimate maybe 1 in 10 players started without joining an existing group or someone who already knew how to play.
Wolv0rine said:
Programming isn’t exactly simple, but people keep getting interested in it. Even web coding could be a hell of a lot simpler, but web pages keep popping up.
I cannot agree that just because RPGs are a niche product that appeals to a limited sub-set of the population that it must become less complex to continue. On what are we basing our thoughts that if we make it easier and easier for someone with only a passing glimmer of interest and a 3rd grade reading level to understand that the gamer base will grow? Hopeful thinking
Thats not what I am saying at all. I'm more interested in boiling the rpg experience down to the fundamentals, rather than imposing a lot of the minutiae and paperwork. I think that will make it a lot more accessible.
Wolv0rine said:
The rules may have grown more interconnected and complex in their variance and scope (skills, feats, PrCs, AoO, blah blah) but the books themselves have grown less and less complex. The verbiage and phrasing, the presentation, the wrting has grown ever-more simplified. The books are being more and more written to be absorbable with no actual thought required to understand what’s being said.
Sure, they don’t need to be written with Gygaxian prose and uncommon word choice that prompts a young’un to pick up a dictionary. I’m not trying to imply that D&D books should be an IQ test or intentionally difficult to understand, I’m just saying that when the level of writing has become dumbed-down enough that I find my intelligence being insulted when I read it by the text itself presuming that I’m not very bright, I think it’s gone too far.
I think you are going off on a tangent. Its not about the complexity of the individual components, rather that there are too many components wasting time with minutiae and paperwork.
Its like why have 100 moving parts when you can build something which does the same job with 25 parts. Occam's Razor and all that. There are too many moving parts to make D&D time economical.
Wolv0rine said:
And just as an aside, do you mean that you think a skills system is a waste of time, or that you’d like to see a system that doesn’t make use of skill point spending implemented?
I think the current rules Re: Skills are far too time consuming, self-referential and the minutia of it is bordering on the banal.
Personally I would design something much, much simpler.
Ability Score Checks + class level (if its a skill relevant to that class) against the DC.
Wolv0rine said:
Plot out the fun to complexity graph and target the game where fun peaks? I’m sorry, I know that’s intended to come across as responsibly proactive and well-meaning and all, but that line of text in and of itself just seems to kind of want to suck ‘fun’ into it like a black hole.
Heh heh!
Okay, I was shooting in the dark there, but I am sure someone out there probably has done market research along those lines.
Wolv0rine said:
How in the name of all that’s holy is the game too complicated? What is the standard of ‘too complicated’?
I think I am comparing it to previous editions. Is 3rd Edition more 'fun' that 1st Edition - I think they are probably about the same (when you are playing that is). But in terms of minutiae that just gets in the way, 3rd Edition is far more complex in terms of the number of 'moving parts'. Which means that when you or I go to construct our own PCs, NPCs, Monsters (etc.) it takes much, much longer.
Wolv0rine said:
I know some people have grumped that with the rigors of grown-up life (work, family, other hobbies, all that stuff) that they don’t have the kind of time they used to have to devote to the game, but that’s just 2+2 kind of stuff. Of course you don’t.
I think thats just a minor excuse, but the real issue is the time consumption of minutiae, versus the time spent actually 'playing'. Skills, feats, potential laundry lists of items, spells.
I mean even looking at spells for a moment. Why not just have the same spell allocation table for every class? (Bard progression 2/3, Paladin 1/2 etc).
Wolv0rine said:
But I fail to see the appeal of making the game into some kind of out-of-the-box plug-and-play thing just to make that easier. That certainly isn’t what we got hooked on as kids that lead us here now. Why would we want to turn it into that, when that’s not what we got into it for?
I'm not saying 3.5 should just go away, but simply that a 4th Edition in the vein of 3.5 won't be anywhere near as successful as 3/3.5.
Wolv0rine said:
Just what exactly am I afraid of? Well, do you recognize the difference between playing a game of D&D and deciding to use minis, and playing a mini game that’s called D&D?
Yes, semantics.
Wolv0rine said:
Having tools that I may or may not decide to use I my game is great, having the game change to revolve around tools that were never a part of the game at it’s core is another.
If the game requires a board, it has become a board game.
If the game requires minis, it has become a mini game.
The game already revolves around minis and a board (or at least the acknowledgement of a grid/squares). Go take a look at the Combat chapter in the PHB.
Wolv0rine said:
(I had about 5 paragraphs where I went on about suggestions like pda/cellphone driven softwares, online versions, software integration, etc. In the end I don’t think it was worth the effort to go into them, but I will say that I feel those are much more limiting to your potential playerbase than the complexity of the rules))
I am in favour of online versions (a number of my friends have been raving about X-box live), and I think software utilities could certainly prove useful.
But how is an online version any different (in terms of strategy) to the boardgame approach. Both are moving away from the hardback supplement business model, which is something I don't see working again with another Edition.
Wolv0rine said:
In the end, what I’m afraid of is D&D no longer being even vaguely recognizable as the game that got me interested in Role-Playing anymore. I’d suddenly become an Ex-Gamer, and I’d hate for that to happen.
I think if the next Edition of D&D continues with the same approach the audience will continue to dwindle.
Wolv0rine said:
Yes, there is an uphill battle in getting new gamers interested in D&D (or RPGs in general) against more visually arresting and instant-gratification providing activities. But the question remains, at what point do we draw the line and say “I am willing to push the game this far, even though by pushing it this distance it is no longer the game I began pushing?”
I think that point is right now. Simply because I don't see a pen & paper based 4th Edition selling retreads of all the 3rd Edition books. Which means what the heck are you going to do after the PHB, DMG and MM. Are WotC going to try and sell me another Manual of the Planes or Forgotten Realms campaign setting? How are those things going to be markedly different enough to interest people this time around?
If I were WotC I would continue to support 3.5 but I would also attack the mass market with the simpler more visceral, collectible approach of the boardgame, as well as try to make strides into the online sector.
Wolv0rine said:
I’m unnecessarily restricting my market by suggesting that the books not be written for a grammar school level reading ability? Yeah, I suppose so. Didn’t the cigarette industry have a similar claim when people got in a big uproar about 5-10 year olds smoking?
Some restrictions aren’t that bad.
And it’s not like grammar school age kids can’t learn the game. I know kids in grammar school (or who were in grammar school when they started) who love the game, and play. Sure they may need an older person to help teach them (or maybe not), but if so… great, we call that ‘Mentoring’, it’s usually a good thing.
I just don't see a 4th Edition being a great business model if it just duplicates what we have already had with 3rd Edition. People might buy the 'big three' but I can't see 20% of the people who bought supplemental books buying them again with the new crunch bits integrated.
The way ahead has to be something different. The boardgame approach is that something, as is the online approach.