Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Why the Modern D&D variants will not attract new players
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="delericho" data-source="post: 5346111" data-attributes="member: 22424"><p>I agree. The answer isn't to make <em>the game as a whole</em> simpler.</p><p></p><p>What I <em>do</em> think needs to be done is to reduce the barriers to entry for new players - and especially new players coming to the game cold (as opposed to being taught the game by existing gamers and/or joining existing groups).</p><p></p><p>Until the release of Essentials, for a new group to get into 4e, <em>someone</em> had to buy three core rulebooks (RRP $105 - quite an investment in a game you <em>might</em> like!), <em>someone</em> had to read those three rulebooks (832 pages!), (in pre-4e versions, <em>someone</em> then had to create an adventure, or buy and read one at additional cost and effort - 4e at least fixed this with Kobold Hall in the DMG), then the group had to go through character creation (which is, what, 40 minutes per character for new players?). And <em>then</em> get to start having fun!</p><p></p><p>That's a hell of a lot of money and effort for a game that you <em>might</em> like! Why wouldn't I play Magic instead? Why wouldn't I play WoW, which offers a similar experience, but with better graphics and lower setup costs and effort. (If I'm in the target demographic for D&D, I almost certainly already have a PC capable of running WoW, so that's not an additional cost.) Plus, of course, with WoW I don't have to go to the trouble of scaring up five friends to play, nor am I beholden to their individual schedules!</p><p></p><p>Now, I do feel that Essentials does this much better. Firstly, the Red Box itself looks promising. Secondly, the Essentials books themselves look and feel very nice, and are at a size and format that is much less intimidating than the original 4e rulebooks. <em>And</em> by changing the look and feel of the books, WotC have avoided the "wall of hardbacks" effect for new gamers in a game store - there's no feel that "I have to buy all these 40 hardbacks to play?"</p><p></p><p>So, we'll see.</p><p></p><p></p><p></p><p>What success of previous Starter Sets? There hasn't been a good one since the previous Red Box! (The jury's still out on the new Red Box, but it doesn't look good.)</p><p></p><p>The major problems have been threefold, IMO.</p><p></p><p>Firstly, they've insisted on using a 'dumbed down' version of the rules. So, when the player graduates to the 'real' game, they have to unlearn some or all of what they know and relearn the real rules. Changing the rules in this manner (as opposed to just adding options) is a really bad idea.</p><p></p><p>Secondly, they've tended to require the use of the pregenerated characters (and, sometimes, adventures) in the box. One of the major selling points of D&D is the ability to take your own custom character through your own custom adventures; insisting on the use of pregens negates that advantage.</p><p></p><p>Thirdly, they've been overly-short samples of the game designed to be used and then thrown away. That is, if I buy one of the Starter Sets, and find I don't like them game, then I throw it away and never use it again. The money is wasted... but that's no big deal, since I didn't like the game anyway. However, if I <em>do</em> like the game, then <em>I'm expected to go and invest in a set of the 'real' rules</em> ($105 - great!), and then throw away my Starter Set and never use it again. In other words, the money I've just spent on it is wasted.</p><p></p><p>(This also means it's very tempting for a new gamer to skip the Starter Set, dive straight in to the 'real' game... but then fail to get through those 832 pages of rules. And so, a person who would have been a gamer is lost, probably forever. Not good.)</p></blockquote><p></p>
[QUOTE="delericho, post: 5346111, member: 22424"] I agree. The answer isn't to make [i]the game as a whole[/i] simpler. What I [i]do[/i] think needs to be done is to reduce the barriers to entry for new players - and especially new players coming to the game cold (as opposed to being taught the game by existing gamers and/or joining existing groups). Until the release of Essentials, for a new group to get into 4e, [i]someone[/i] had to buy three core rulebooks (RRP $105 - quite an investment in a game you [i]might[/i] like!), [i]someone[/i] had to read those three rulebooks (832 pages!), (in pre-4e versions, [i]someone[/i] then had to create an adventure, or buy and read one at additional cost and effort - 4e at least fixed this with Kobold Hall in the DMG), then the group had to go through character creation (which is, what, 40 minutes per character for new players?). And [i]then[/i] get to start having fun! That's a hell of a lot of money and effort for a game that you [i]might[/i] like! Why wouldn't I play Magic instead? Why wouldn't I play WoW, which offers a similar experience, but with better graphics and lower setup costs and effort. (If I'm in the target demographic for D&D, I almost certainly already have a PC capable of running WoW, so that's not an additional cost.) Plus, of course, with WoW I don't have to go to the trouble of scaring up five friends to play, nor am I beholden to their individual schedules! Now, I do feel that Essentials does this much better. Firstly, the Red Box itself looks promising. Secondly, the Essentials books themselves look and feel very nice, and are at a size and format that is much less intimidating than the original 4e rulebooks. [i]And[/i] by changing the look and feel of the books, WotC have avoided the "wall of hardbacks" effect for new gamers in a game store - there's no feel that "I have to buy all these 40 hardbacks to play?" So, we'll see. What success of previous Starter Sets? There hasn't been a good one since the previous Red Box! (The jury's still out on the new Red Box, but it doesn't look good.) The major problems have been threefold, IMO. Firstly, they've insisted on using a 'dumbed down' version of the rules. So, when the player graduates to the 'real' game, they have to unlearn some or all of what they know and relearn the real rules. Changing the rules in this manner (as opposed to just adding options) is a really bad idea. Secondly, they've tended to require the use of the pregenerated characters (and, sometimes, adventures) in the box. One of the major selling points of D&D is the ability to take your own custom character through your own custom adventures; insisting on the use of pregens negates that advantage. Thirdly, they've been overly-short samples of the game designed to be used and then thrown away. That is, if I buy one of the Starter Sets, and find I don't like them game, then I throw it away and never use it again. The money is wasted... but that's no big deal, since I didn't like the game anyway. However, if I [i]do[/i] like the game, then [I]I'm expected to go and invest in a set of the 'real' rules[/I] ($105 - great!), and then throw away my Starter Set and never use it again. In other words, the money I've just spent on it is wasted. (This also means it's very tempting for a new gamer to skip the Starter Set, dive straight in to the 'real' game... but then fail to get through those 832 pages of rules. And so, a person who would have been a gamer is lost, probably forever. Not good.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why the Modern D&D variants will not attract new players
Top