Treebore
First Post
We all know how fun D&D is (no matter what edition you play), so why do you think its market share is shrinking?
Well, I have come to my own conclusion, and it is as follows:
It is essentially the "start up time". How long does it take a DM to be prepared to be the DM? Hours? Days? Weeks? Months?
How long does it take to install a new game into the computer or disc into the PS or X-box? Minutes?
In todays life of limited leisure time (maybe if short attentions spans, or both) which one are you more likely to do if your looking for something to play?
Well, unless you have a good buddy saying, "Learn this RPG, I know it looks like a lot, but the fun and social time makes it so worth learning!", I am betting the Xbox and PS will win 999 times out of 1,000. Not to mention WoW, etc...
So I think if D&D, and RPG's in general, want to compete and expand in the leisure time games market, they need to make the game simple and quick to learn.
So that is going to require some radical changes. Very simple and concise beginning rules. Handouts and step by step instructions. All to be mastered by the DM, not the player, but the DM, in about 15 to 20 minutes. Players need to learn it in about 10 minutes.
Can this be done? I think so, but it is going to require a radical rewrite and restructuring of how RPG's are initially presented.
The initial exposure should just focus on the absolute basics. Writing up a character, providing a selection of races, weapons, and equipment, but be very limited lists. Then have a written mini adventure explaining step by step to the DM how to adjudicate each encounter area. Then have a couple of paragraphs explain how these basic rules can allow the DM, and their social group, to create this story as "co-operative storytelling". Once they complete this introductory scenario they can be told they can go one of three paths.
1. Make up more adventures for their social group to play through on their own completely from their own imagination.
2. Buy more "introductory adventures" that will give the group more experience co-operatively playing through a story.
3. If they wish to "do more" they can buy rules expansions as well as "advanced" adventure packs that utilize these new rules.
Now hopefully this repackaging would draw in many of the people who want "quick and fun", who are obviously a HUGE portion of society, and by exposing them to the basic system they will get drawn into using the more advanced rules.
Now I have seen a lot of the "Quick Start Rules", but they do not do the job. Not even close. The presentation I am talking about is absolutely crucial to hook them, and then let them decide if they want to be reeled into the RPG boat.
So what do you think?
Edit: Yes, my marketing idea is for sale!
Well, I have come to my own conclusion, and it is as follows:
It is essentially the "start up time". How long does it take a DM to be prepared to be the DM? Hours? Days? Weeks? Months?
How long does it take to install a new game into the computer or disc into the PS or X-box? Minutes?
In todays life of limited leisure time (maybe if short attentions spans, or both) which one are you more likely to do if your looking for something to play?
Well, unless you have a good buddy saying, "Learn this RPG, I know it looks like a lot, but the fun and social time makes it so worth learning!", I am betting the Xbox and PS will win 999 times out of 1,000. Not to mention WoW, etc...
So I think if D&D, and RPG's in general, want to compete and expand in the leisure time games market, they need to make the game simple and quick to learn.
So that is going to require some radical changes. Very simple and concise beginning rules. Handouts and step by step instructions. All to be mastered by the DM, not the player, but the DM, in about 15 to 20 minutes. Players need to learn it in about 10 minutes.
Can this be done? I think so, but it is going to require a radical rewrite and restructuring of how RPG's are initially presented.
The initial exposure should just focus on the absolute basics. Writing up a character, providing a selection of races, weapons, and equipment, but be very limited lists. Then have a written mini adventure explaining step by step to the DM how to adjudicate each encounter area. Then have a couple of paragraphs explain how these basic rules can allow the DM, and their social group, to create this story as "co-operative storytelling". Once they complete this introductory scenario they can be told they can go one of three paths.
1. Make up more adventures for their social group to play through on their own completely from their own imagination.
2. Buy more "introductory adventures" that will give the group more experience co-operatively playing through a story.
3. If they wish to "do more" they can buy rules expansions as well as "advanced" adventure packs that utilize these new rules.
Now hopefully this repackaging would draw in many of the people who want "quick and fun", who are obviously a HUGE portion of society, and by exposing them to the basic system they will get drawn into using the more advanced rules.
Now I have seen a lot of the "Quick Start Rules", but they do not do the job. Not even close. The presentation I am talking about is absolutely crucial to hook them, and then let them decide if they want to be reeled into the RPG boat.
So what do you think?
Edit: Yes, my marketing idea is for sale!

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