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Why are people not interested in RPG?
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<blockquote data-quote="Harlock" data-source="post: 5958381" data-attributes="member: 4545"><p>Can't XP you, but I will say that 4e broke our group up. We're not dumb. We're not lazy. We're busy adults with kids and lives so the amount of fussy rules and amazingly long length of a single combat encounter made our choice for us. One lady was so turned off she only recently agreed to try a game again. How I managed to do that was simple. I said, "Hey, Anita, I'm thinking of starting another D&D game, but using the older rules that aren't nearly as complicated."</p><p></p><p>Now she and her husband are on board. My wife was positively giddy when I showed her a character sheet (B/X) that didn't have a litany written on it. So, I am now setting up a B/X campaign and planning on transitioning it into a BECMI campaign after enough sessions to make the group feel comfortable with adding a few more rules.</p><p></p><p>This is not an edition war post. This is a game design post. Surely someone (Mr. Mearls, I am looking at you) can design a game that appeals to casual and family gamers as well as the tactical and "realism through rules" crowd. A streamlined core with modules sounds like a darn good start to me. A game that is affordable (my basic box cost me a few allowances and a module cost one week's allowance), streamlined, fast-paced, doesn't require constant continued purchases of minis, mats and books, and not bogged down in minutiae might bring in some of that much needed new blood we talk about to renew our shared hobby. Some people say that game shouldn't be D&D. I disagree because that game was D&D in the past and can be today.</p></blockquote><p></p>
[QUOTE="Harlock, post: 5958381, member: 4545"] Can't XP you, but I will say that 4e broke our group up. We're not dumb. We're not lazy. We're busy adults with kids and lives so the amount of fussy rules and amazingly long length of a single combat encounter made our choice for us. One lady was so turned off she only recently agreed to try a game again. How I managed to do that was simple. I said, "Hey, Anita, I'm thinking of starting another D&D game, but using the older rules that aren't nearly as complicated." Now she and her husband are on board. My wife was positively giddy when I showed her a character sheet (B/X) that didn't have a litany written on it. So, I am now setting up a B/X campaign and planning on transitioning it into a BECMI campaign after enough sessions to make the group feel comfortable with adding a few more rules. This is not an edition war post. This is a game design post. Surely someone (Mr. Mearls, I am looking at you) can design a game that appeals to casual and family gamers as well as the tactical and "realism through rules" crowd. A streamlined core with modules sounds like a darn good start to me. A game that is affordable (my basic box cost me a few allowances and a module cost one week's allowance), streamlined, fast-paced, doesn't require constant continued purchases of minis, mats and books, and not bogged down in minutiae might bring in some of that much needed new blood we talk about to renew our shared hobby. Some people say that game shouldn't be D&D. I disagree because that game was D&D in the past and can be today. [/QUOTE]
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