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General Tabletop Discussion
*TTRPGs General
Why the Modern D&D variants will not attract new players
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<blockquote data-quote="Cor_Malek" data-source="post: 5346031" data-attributes="member: 91608"><p>I know that a lot of people draw some kind of straight line between <s>dumbified</s> simplistic system, and how it attracts players. I can even understand the sentiment. I just don't agree with it.</p><p></p><p>So I'll touch only briefly the subject of success of <em>previous</em> Intro Sets, that were also useful only for a couple of levels before you needed Basic Rules (though how many times you repeated this short advancement was up to you), which in turn led to even <em>more</em> advanced version (take this with a grain of salt though - I didn't start play with any of intro sets).</p><p></p><p>Seriously though, what's up with the notion that people will not be possibly able to grasp more complicated rules? Has ADD become a universal trait? And even if that is so - the only member of entire group who needs to understand the rules - briefly (as in know where to look for them when situation emerges - yay DM screen!) is the DM. Players do something, and it's up to DM to wrap it up into rules (or not). There are groups that were playing for years without changing this state of affairs.</p><p></p><p>Easier, lighter rules create less <em>friction</em>, if you will. There will be less players who leave after initial contact. But it's irrelevant next to availability and social picture of the hobby, and thus - how many try it out in the first place. WotC Encounters and game podcasts, parents, uncles and aunts introducing kids to RPG, wide availability in shops, the way media portray the hobby - <strong>that's</strong> what's making the difference.</p><p></p><p>You're on a falling plane and don't have more than 5 minutes to start playing? Why not use a pregenerated character? Both Paizo and WotC use extremely compact descriptions.</p><p></p><p>I want to remind you - we're talking about kids here, pre-teens, possibly. The bunch that has recent experience of roleplaying all days, the bunch that will figure out what that computer program does faster than 40 yo PhD, the very same that are currently crunching various synergies in card and handheld console versions of Pokemons.</p><p>Let's cut them some slack and admit that they are able not only to think on their toes - but often quicker than we do, eh?</p><p></p><p>Were you ever troubled by Gygaxian dungeons? Well, they were playtested by his 7 and 9 year old kids (the newer the adventure the older the kids, obviously).</p><p></p><p>PS.: arghh! Ninja'd by 3 posters? Damn my poor vocabulary and typing skills!</p></blockquote><p></p>
[QUOTE="Cor_Malek, post: 5346031, member: 91608"] I know that a lot of people draw some kind of straight line between [s]dumbified[/s] simplistic system, and how it attracts players. I can even understand the sentiment. I just don't agree with it. So I'll touch only briefly the subject of success of [I]previous[/I] Intro Sets, that were also useful only for a couple of levels before you needed Basic Rules (though how many times you repeated this short advancement was up to you), which in turn led to even [I]more[/I] advanced version (take this with a grain of salt though - I didn't start play with any of intro sets). Seriously though, what's up with the notion that people will not be possibly able to grasp more complicated rules? Has ADD become a universal trait? And even if that is so - the only member of entire group who needs to understand the rules - briefly (as in know where to look for them when situation emerges - yay DM screen!) is the DM. Players do something, and it's up to DM to wrap it up into rules (or not). There are groups that were playing for years without changing this state of affairs. Easier, lighter rules create less [I]friction[/I], if you will. There will be less players who leave after initial contact. But it's irrelevant next to availability and social picture of the hobby, and thus - how many try it out in the first place. WotC Encounters and game podcasts, parents, uncles and aunts introducing kids to RPG, wide availability in shops, the way media portray the hobby - [B]that's[/B] what's making the difference. You're on a falling plane and don't have more than 5 minutes to start playing? Why not use a pregenerated character? Both Paizo and WotC use extremely compact descriptions. I want to remind you - we're talking about kids here, pre-teens, possibly. The bunch that has recent experience of roleplaying all days, the bunch that will figure out what that computer program does faster than 40 yo PhD, the very same that are currently crunching various synergies in card and handheld console versions of Pokemons. Let's cut them some slack and admit that they are able not only to think on their toes - but often quicker than we do, eh? Were you ever troubled by Gygaxian dungeons? Well, they were playtested by his 7 and 9 year old kids (the newer the adventure the older the kids, obviously). PS.: arghh! Ninja'd by 3 posters? Damn my poor vocabulary and typing skills! [/QUOTE]
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