Why the Modern D&D variants will not attract new players

Just a few bits and pieces in response to the thread in general:

I don't think it has ever taken me 2 weeks to create a GURPS character; even when I was first starting out with the system. It is possible that it might take this long if you're getting deep into the nuts and bolts of some of the optional rules, but, in general, it shouldn't take anywhere close to that long.

I would totally still buy a catapult if I were able to go to the local store and pick one up.

I think maybe I do need a break from D&D, but I feel like I just came back from a break. I was excited for Essentials, but I saw them at the store today and felt no desire to pick anything up. I heard Low Tech was available on e23 and was totally pumped.
 

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Yah, but yer weird. :p :D :D
Maybe. But - quite seriously - maybe not.

You are one who seems to enjoy jumping from system to system, trying them out and seeing what they can do. And if that's what floats yer boat, more power to you.

But I suspect you may be very much in the minority - not among the hardcore nutballers here on ENWorld, but among the greater gaming community. It strikes me that most people might jump systems a bit to start with until they find one they like, and then stick with that preferred system for a very long time - perhaps tinkering with it as they go in order to make it fit their desires better and-or to incorporate a good idea developed since.

For my part, I'm just too lazy to be learning new systems all the time; I'd rather put my effort into the adventures I dream up and the characters I steer to glory...or quick and painful death. And if I see something wrong with my game system, I know for a fact it's gonna be less work for all involved if I just fix the current system rather than chuck it and start over with something new.

lanefan said:
I suspect the publishers would very much like it if all the tinkers stopped plying their trade and left design-level stuff to the paid professionals. However, we charter members of the tinkerers union aren't about to do any such thing. That said, we're easy enough to please - all we ask for is two things: a) a playable framework, and b) get out of the way.

Lanefan

True, but, you've had things your way for almost thirty years. If you want tinker games, there's a bajillion of them out there for you. Why complain when the ball FINALLY comes over to our side of the court?
Because there's going to be people out there - probably quite a few of them - for whom a given non-tinkerable system might be just the answer, except for a few niggling things (either by personal preference or faulty system design) that need to be...you guessed it...tinkered with to make 'em right. I maintain that if the system is truly non-tinkerable it's going to lose many DMs and players who otherwise might have become long-term supporters of it.

Yes, you can take that long to make a character in those systems. But, it certainly doesn't have to. It only takes that long in 3e D&D if you start allowing a bunch of material beyond core. Stick to core and a character is built in 30 minutes or so.

And, I would say that character creation taking "at least two weeks" is possibly idiosyncratic to your particular table.
Depends what level you're talking. 1st level in any system is - or should be - pretty much dirt easy; just follow the instructions in the PH. 15th level, not so much. :)

Lanefan
 

The group that throws a 400-page rule book at the new guy who's never even played a computer game before, yeah, they'll probably lose him. That didn't happen to me back in the day

Didn't happen to me, either. Thank God the BECMI Basic Set existed. I probably wouldn't be playing RPGs today if we'd had the Starter Set back in the '80s.

(This is not particularly hypothetical: I bounced off a pay-to-preview introductory set to DC Heroes and a couple of multi-hundred page RPG rulebooks before finding the BECMI Basic Set.)
 

Lanefan said:
But I suspect you may be very much in the minority - not among the hardcore nutballers here on ENWorld, but among the greater gaming community. It strikes me that most people might jump systems a bit to start with until they find one they like, and then stick with that preferred system for a very long time - perhaps tinkering with it as they go in order to make it fit their desires better and-or to incorporate a good idea developed since.

Sticking with system, I'll buy. Then again, it's pretty rare that any RPG system remains static, barring perhaps Palladium. I would guess that a lot of tables to change edition from time to time.

Put it another way. You ran a ten year (IIRC) campaign. By the way, in case I haven't said so before, that's FANTASTIC! However, a question. Of the players who sat down at the first session, how many remained at the last session? And, how many players total sat in for that campaign?

I think that gives you your answer to how many groups stick to one system/campaign for that long.

See, I played 3e for eight years. 2e since it was released, so ten years and 1e for about seven years. So, yeah, I stuck with system. I bounce campaigns, not systems.

Although recently I've started bouncing systems as well. :D

But, I can totally see people getting burned out on games in fairly short order. Back in my 1e days, we had lots of free time, so we'd play our regular D&D game, but, we'd also try out all sorts of other games too. Always came back to D&D, but, we did move around a fair bit too.

I honestly think that most groups do bounce around from game to game, campaign to campaign. Particularly groups with multiple DM's. IME, that's pretty common. I've rarely seen single DM groups.
 

Yes, you can take that long to make a character in those systems. But, it certainly doesn't have to.

I agree that it doesn't have to. However, speaking as a long time GM, if we started a session of those games where no one had a premade character I would expect it to take at least 3-4 hours before we were really up and running. It's for this reason I've gotten away from starting any campaign with a kickoff session where we essentially just make characters (or spend most of the time making characters).

It only takes that long in 3e D&D if you start allowing a bunch of material beyond core. Stick to core and a character is built in 30 minutes or so.

Sure. I could make a 3e D&D character in 30 minutes or less. I do so all the time as a DM. However, how fast a character should be built is not the same as how fast they will be built, and this is especially true with groups of mixed experience levels. If I were to get 6 people who'd never played before and started walking them all through character creation together, it would take hours and hours before we were done. Any number I pulled out of the air would just be a number pulled out of the air, but the anticipation I would have is that the answer would be 'most or all of a session' just devoted to character creation. And even with that, the results would probably be pretty unsatisfying.

And, I would say that character creation taking "at least two weeks" is possibly idiosyncratic to your particular table.

Perhaps, but I get the impression more tables could benefit from the approach, especially in this era of easy electronic communication.

Now, I'm not saying that character creation for any one character involves a commitment of more than a couple of hours on the part of any one players time. But I am saying that if I plan to play on day X, then I better start coaching my players through character creation about two weeks before that if I expect that on day X will have character sheets ready to go within a couple minutes of setting down to play.

Each player is going to end up exchanging the following me:

1) Initial concept discussions: At this point, the rules aren't particularly important. It's more important to convey some basic setting information to the players to give them some ideas about what is possible. What I'm focused on here is finding out what the player might enjoy playing, and then seeing what concept might support the idea that attracts the player. The goal is to get something like a one sentence background or summary of the character which is not tied directly to rules.
2) Initial rules discussions: Once we we have a concept in mind, its time to start discussing exactly how the rules might provide for or influence the concept. This is where we start thinking about things like primary skills, powers, profession, race, or class according to how the rules work. The eventual outcome of this is hopefully something like a high level concrete mechanical implementation of the concept above. In D&D, this is usually a class, race, and loosely what the player intends to be good at. In M&M it might be an idea of how the character will spend most of his points.
3) Character creation: At this point, after a couple conversations or emails we are finally at the point were we can bring out a character sheet and start filling it out and paying close attention to the rules. Sometimes, at this point the character concept shifts as something shiny in the rules catches the players attention, and then we are back to step 1 but at least on a fast track. Sometimes the concept shifts again, maybe even back to what it started with, once the player begins to see the tradeoffs. But eventually we end up with a filled in character sheet, including things like equipment owned.
4) Character sheet review: At this point, I can read the character sheet, and check it for errors. I can also determine if the character concept is viable as an adventurer, and advice the player what the character strengths and weaknesses will be and what tradeoffs are available to perhaps increase viability in the short or long term. This may involve various back and forth exchanges, since if I make a change in the character sheet to correct an error the player now needs to review and approve the changes. Hopefully at the end of this we have a character sheet without errors that everyone is happy with, and I can approve.
5) Background creation and approval: As long as we have a character sheet, we can play, but its usually still a good idea to have a least a paragraph of background connecting the character to the world. This involves the player learning abit more about the setting and writing something, me adding to it or ammending it, the player integrating or approving the changes and so forth. Eventually we end up with a simple story about the character's life in the world thus far that I can approve as being relevant to and possible within the setting. And now, and only now, we have a completed character.

Now, that doesn't need to take two weeks. We could probably sit everyone down and get it done in 4-5 hours face to face. But if we did sit everyone down and do that, there is going to be alot of time when the player is just waiting on me to finish discussing something with another player and in that time they are likely to be bored or if not bored then entertaining themselves in some non-game related way. Both are bad, and both create poor environments to start a new game in. So, in my experience its better to get everything out of the way before we get everyone together and that in my experience takes two weeks and even then expect at least one player to be unfinished come game day. Also, if you have a mixture of experienced and inexperienced players and get them together to make characters, there is a tendancy for the experienced player to want to tell the inexperienced players what to do, so that the inexperienced players end up playing the character that the experienced player wants to play (or thinks they should play) instead of the one that they want to play. Also, if you wait until game day until finding out what everyone wants to play, you usually end up with a batch of character concepts that are utterly incompatible with each other or which in total don't constitute a balanced party. This is actually more likely in my experience the better the players are, because IME experienced RPers generally want to create somewhat exotic characters with lots of quirks and internal drives and hooks that would be what we'd call 'issues' in a real person. Sometimes you work through them. And sometimes you don't. I've seen too many promising campaigns die stillborn (one of mine, three or four from other GMs) to problems like this to leave it to chance now.

Besides, by starting prep for the first game day a couple of weeks ahead of time it gives me time to prep the game, send around questionaires to find about what people want in a game, and otherwise make sure I'm planning a game that my players will want to play and enjoy. It also gives me a chance to figure out what sort of table conflicts we are likely to have before we have them and set some expectations about the social contract accordingly.
 
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I agree that a simplified, basic-level character sheet would be a lot of help in introducing new players to the game, but (as others have mentioned), most players are just that--"introduced" to the game, by someone who knows how to play and loves it.

I think there's a danger in this type of thinking though. "most" is a tricky word. Sure most kids are introduced to the game by other gamers, but not nearly "all".

What about the kid in the country where there's no group at his small school/town?

What about the kid in the "conservative" school where gaming is frowned upon?

What about the eldest/only child of non-RPG gaming families? By the time they grow up/hit college/etc. they may have filed that curiosity away, etc. and no re-visit it in a meaningful way.

What about the parent who has a child who wants to play the game he heard about but the parent has no experience?

But give that kid/person an easy, quick, understandable way to learn the game first, then THEY become the recruiter for new gamers in small towns/schools/neigborhoods all over the world. It may not be the big portion of the market, but still an important one.
 
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Sticking with system, I'll buy. Then again, it's pretty rare that any RPG system remains static, barring perhaps Palladium. I would guess that a lot of tables to change edition from time to time.

I'm still annoyed that they altered the perfectly good Palladium Fantasy RPG to conform to that RIFTS madness. Ok, Rifts has barely changed since it's first release. Call of Cthulhu has also barely changed.

Anyway, my local university gaming club gets new players all the time. Total newbies. Most of them jump into a D&D or Pathfinder game and seem to enjoy "Modern" D&D variants just fine.
 

Sticking with system, I'll buy. Then again, it's pretty rare that any RPG system remains static, barring perhaps Palladium. I would guess that a lot of tables to change edition from time to time.

Put it another way. You ran a ten year (IIRC) campaign.
Two, in fact. Working on a third as we speak.
By the way, in case I haven't said so before, that's FANTASTIC!
Thanks. :) ::takes a bow::
However, a question. Of the players who sat down at the first session, how many remained at the last session? And, how many players total sat in for that campaign?
First long one: 6 players started it. Of those, three were still in at the end; and a total (including these) of 19 players were in for at least one session. It was a multi-party campaign.

Second long one: 3 started, of which 1.5* were in at the end; 21 players total were in for at least one session. Another multi-party campaign.

* - how do you get .5 of a player? The player in question is my now-wife, who played full-time at the start but was down to part-time (she had PCs in the game but often let others play them) by the end.

The third (current) one, now about 2.5 years in, started with 4 players of whom 3 are still in; 9 players total have been in for at least one session. Again, multi-party game.

The above totals in all cases do not include me as DM but do include various people who lasted maybe a session or two before deciding the game wasn't for them.
I think that gives you your answer to how many groups stick to one system/campaign for that long.
Does it? :)
I honestly think that most groups do bounce around from game to game, campaign to campaign. Particularly groups with multiple DM's. IME, that's pretty common. I've rarely seen single DM groups.
We've got 3 main DMs in our crew and a few who've tried their hand now and then. Two of the three use our 1e variant and the other is using a 3.5e variant (and that campaign is coming up on 10 years as well; I'm not sure of the player stats other than to say none of the original players are still in but the same DM is still running the same campaign and there's been continuity within the party all the way). We don't tend to change systems much.

Lan-"puck drop on session 213 in 25 minutes"-efan
 

Yes, Lanefan, I think it does answer things.

Of your long standing groups, barely 1 in 5 stuck around for the duration. 20%. Not counting yourself of course. And also not counting the number of players who only stuck around for a session or two.

Is it really a good idea to base the assumptions of a game on 20% of the audience?

Celebrim - while I agree that you can go that far in depth into chargen, it isn't necessary. It's only necessary if you presume a certain style and duration of game. Granted, it's a style I prefer as well, deep and rich, but, that's something I've gotten to after gaming for quite some time.

I don't think any game should presume that level of depth of chargen.
 

Yes, Lanefan, I think it does answer things.

Of your long standing groups, barely 1 in 5 stuck around for the duration. 20%. Not counting yourself of course. And also not counting the number of players who only stuck around for a session or two.

Is it really a good idea to base the assumptions of a game on 20% of the audience?

Celebrim - while I agree that you can go that far in depth into chargen, it isn't necessary. It's only necessary if you presume a certain style and duration of game. Granted, it's a style I prefer as well, deep and rich, but, that's something I've gotten to after gaming for quite some time.

I don't think any game should presume that level of depth of chargen.

Whereas in my 5-10 year games I run (D&D going on 7 right now, 5 yr CHAMPIONS superheroes in the late '80s, 5 yr AD&D 1e in the mid-late '80's, 6 yr Aftermath in the '90s, 11 yr Ars Magica in the late '80s-90s, I run a lot of lengthy games), I have 80%+ player retention from beginning to end and almost zero player pickup after play begins. Occasionally, I'll lose a player (like when one goes to Africa for a 3-year stint or whose job moves him out of province) and occasionally I'll add a player if the group feels low.

In the current D&D, for example, I have 100% of the original players and added one at about the 2 year mark.

I don't think you can reach conclusions.
 

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