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What Would You Put In a 5E Red Box?
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<blockquote data-quote="TrippyHippy" data-source="post: 6240320" data-attributes="member: 27252"><p>It's not a success if people don't come away with a clear understanding of what the tenants of the game are, or the potential scope that D&D has. It's not a success if they end up playing it once, thinks that is all that D&D can offer and never play it again. </p><p></p><p>If you provide a game that you wish to sell with integrity to any audience it needs to be self contained, and in the case of D&D needs to highlight features it has that other games do not provide. </p><p></p><p>World design and character design are hooks rather than a liabilities in the game, and they need to be celebrated not sidelined. Moreover, playing D&D without this creative involvement consigns new players to not getting a true D&D experience. </p><p></p><p>If I had picked up the Redbox some 25 years ago without being made aware that I could create my own characters and play in an interactive fantasy entirely made up of our own group's shared imagination, I would have never given the game a second thought again. I actually believe that, despite D&D being a household name, most of the general public do not understand what D&D is and what being a 'roleplaying game' <em>means</em>. Most people just think its some sort of board/war game with miniatures, using a watered down Tolkien-setting. The actual scope of creativity of D&D is actually it's most significant selling point - indeed it's what makes the game historically significant.</p><p></p><p>I don't want to keep repeating myself on this thread, so from now on if people want to debate it with me on this issue please excuse the reference I will make to my past posts instead.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 6240320, member: 27252"] It's not a success if people don't come away with a clear understanding of what the tenants of the game are, or the potential scope that D&D has. It's not a success if they end up playing it once, thinks that is all that D&D can offer and never play it again. If you provide a game that you wish to sell with integrity to any audience it needs to be self contained, and in the case of D&D needs to highlight features it has that other games do not provide. World design and character design are hooks rather than a liabilities in the game, and they need to be celebrated not sidelined. Moreover, playing D&D without this creative involvement consigns new players to not getting a true D&D experience. If I had picked up the Redbox some 25 years ago without being made aware that I could create my own characters and play in an interactive fantasy entirely made up of our own group's shared imagination, I would have never given the game a second thought again. I actually believe that, despite D&D being a household name, most of the general public do not understand what D&D is and what being a 'roleplaying game' [I]means[/I]. Most people just think its some sort of board/war game with miniatures, using a watered down Tolkien-setting. The actual scope of creativity of D&D is actually it's most significant selling point - indeed it's what makes the game historically significant. I don't want to keep repeating myself on this thread, so from now on if people want to debate it with me on this issue please excuse the reference I will make to my past posts instead. [/QUOTE]
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