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What's a resonable price-point for entry into the RPG hobby?
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<blockquote data-quote="delericho" data-source="post: 6275381" data-attributes="member: 22424"><p>I don't agree with the popular "shorter attention span" narrative. From what I've seen, provided a kid (of reasonable age - let's say anything beyond 10 or so) is interested in something, there's little difficulty in keeping their attention.</p><p></p><p>Ah, but there's the rub: <em>provided they're interested</em>.</p><p></p><p>The thing is, I really don't see that reading of 300-page hardbacks (never mind 3 of them for the DM) as being at all interesting. <em>Playing</em> the game, absolutely. Tinkering with your character, working on your campaign, or building a setting, sure. Those are all fine. But just <em>reading the rules</em> itself? No. I'm sorry, I just don't see it. (Especially since they're not now written in High Gygxian, so the language used isn't interesting in itself.)</p><p></p><p>And, unfortunately, people in general just aren't good at deferred gratification. Faced with 300 pages of reading so they can <em>then</em> play this game, versus ten seconds to drop a video game into the PS3, it's not hard to see why D&D often loses out. And given that modern video games are now "close enough" for a great many people, that doesn't bode well for the future.</p><p></p><p>Now, to me that suggests the likely solution is pretty obvious: get people <em>playing</em>, as fast as possible. That's why being shown the ropes by an experienced player represents the best way in - you can basically get started right away. But failing that, it suggests a good Starter Set is a good thing - much less to do before you start playing.</p><p></p><p>I don't think it's a coincidence that the game was at its biggest right when the Moldvay and Mentzer sets were released, nor that those two sets are (apparently) the best selling versions of the game ever. It <em>could</em>, of course, just be that D&D was part of the zeitgeist, but I don't think it was <em>just</em> that.</p><p></p><p>But, ultimately, I think it comes down to this: having a good Starter Set out there can't hurt. So if a decent one can be produced at a price point such that it doesn't <em>lose</em> money, then it should be produced.</p><p></p><p>(Incidentally, I think the approach of modern RPGs, and especially 4e, is very useful for this: such games have relatively few <em>rules</em>, but a whole lot of "stuff" to go with them - lots of classes, powers, feats, magic items, monsters, etc etc. This should make putting a good Starter Set together easier - those few rules can be compacted down into a fairly small digest, and then you add a very minimal set of "stuff". In the very best case, you could lay it out such that the Starter Set has <em>all</em> the rules, so that all you need is that plus a DDI subscription and you've actually got everything.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6275381, member: 22424"] I don't agree with the popular "shorter attention span" narrative. From what I've seen, provided a kid (of reasonable age - let's say anything beyond 10 or so) is interested in something, there's little difficulty in keeping their attention. Ah, but there's the rub: [i]provided they're interested[/i]. The thing is, I really don't see that reading of 300-page hardbacks (never mind 3 of them for the DM) as being at all interesting. [i]Playing[/i] the game, absolutely. Tinkering with your character, working on your campaign, or building a setting, sure. Those are all fine. But just [i]reading the rules[/i] itself? No. I'm sorry, I just don't see it. (Especially since they're not now written in High Gygxian, so the language used isn't interesting in itself.) And, unfortunately, people in general just aren't good at deferred gratification. Faced with 300 pages of reading so they can [i]then[/i] play this game, versus ten seconds to drop a video game into the PS3, it's not hard to see why D&D often loses out. And given that modern video games are now "close enough" for a great many people, that doesn't bode well for the future. Now, to me that suggests the likely solution is pretty obvious: get people [i]playing[/i], as fast as possible. That's why being shown the ropes by an experienced player represents the best way in - you can basically get started right away. But failing that, it suggests a good Starter Set is a good thing - much less to do before you start playing. I don't think it's a coincidence that the game was at its biggest right when the Moldvay and Mentzer sets were released, nor that those two sets are (apparently) the best selling versions of the game ever. It [i]could[/i], of course, just be that D&D was part of the zeitgeist, but I don't think it was [i]just[/i] that. But, ultimately, I think it comes down to this: having a good Starter Set out there can't hurt. So if a decent one can be produced at a price point such that it doesn't [i]lose[/i] money, then it should be produced. (Incidentally, I think the approach of modern RPGs, and especially 4e, is very useful for this: such games have relatively few [i]rules[/i], but a whole lot of "stuff" to go with them - lots of classes, powers, feats, magic items, monsters, etc etc. This should make putting a good Starter Set together easier - those few rules can be compacted down into a fairly small digest, and then you add a very minimal set of "stuff". In the very best case, you could lay it out such that the Starter Set has [i]all[/i] the rules, so that all you need is that plus a DDI subscription and you've actually got everything.) [/QUOTE]
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