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Why the Modern D&D variants will not attract new players
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<blockquote data-quote="Mercurius" data-source="post: 5346188" data-attributes="member: 59082"><p>I agree with the OP and thus disagree with your statement here. First of all, both terms "dumbified" and "simplistic" are somewhat pejorative in connotation; this is part of the problem, imo, and simply an erroneous perspective in terms of RPG design and mechanics. Simple does not necessarily mean dumb; it could mean elegant and efficient. And don't forget that it is because of the <em>simple </em>core mechanic of 3.x that it was able to make the most "option-filled" and complex version of D&D yet. </p><p></p><p>A game can be simple <em>and </em>complex. That, I think, is the key to success that the OP is touching upon. A simple, core game is not antithetical to an extensive game of advanced options. This is the approach that I've been advocating: A simple, core game, perhaps in the form of a Red Box set, but one that is not simply a taster of the "real" game, but a basic version, both complete in and of itself but also compatible with the advanced game. In other words, a Red Box that is introductory but also complete in itself, at least up to a certain point (or level).</p><p></p><p>In other words, I would advocate a return to the Basic/Advanced model, but one in which they are not two different streams or lineages of the game, but two different versions of the same game, fully compatible, fully modular. In some ways it is like Google maps; you can pan out and get the whole world without all of the details, or you can pan in on a specific region and get as detailed as you want. The former would be the core game, the latter the advanced options.</p><p></p><p>Furthermore, rather than the basic set being only the first level or two, I would advocate a basic box set for each tier. You would have a Heroic Red Box, a Paragon Blue Box, and an Epic Black box (or something like that). From those core products you would radiate into whatever level of detail and complexity you want, but it would all be optional. There might be "core" advanced options that are the default for tournament play--things like <em>Player's Handbooks, </em>etc, and then you might have truly optional books like <em>Magic of Incarnum.</em></p><p></p><p>But the box sets could be marketed everywhere as truly evergreen products. And people could happily play D&D for years without going beyond them. Those that wanted more detail and options could have their fill as well. Best of both worlds, really. But it would be the former, and not the latter, that would potentially bring in a new generation of players.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5346188, member: 59082"] I agree with the OP and thus disagree with your statement here. First of all, both terms "dumbified" and "simplistic" are somewhat pejorative in connotation; this is part of the problem, imo, and simply an erroneous perspective in terms of RPG design and mechanics. Simple does not necessarily mean dumb; it could mean elegant and efficient. And don't forget that it is because of the [I]simple [/I]core mechanic of 3.x that it was able to make the most "option-filled" and complex version of D&D yet. A game can be simple [I]and [/I]complex. That, I think, is the key to success that the OP is touching upon. A simple, core game is not antithetical to an extensive game of advanced options. This is the approach that I've been advocating: A simple, core game, perhaps in the form of a Red Box set, but one that is not simply a taster of the "real" game, but a basic version, both complete in and of itself but also compatible with the advanced game. In other words, a Red Box that is introductory but also complete in itself, at least up to a certain point (or level). In other words, I would advocate a return to the Basic/Advanced model, but one in which they are not two different streams or lineages of the game, but two different versions of the same game, fully compatible, fully modular. In some ways it is like Google maps; you can pan out and get the whole world without all of the details, or you can pan in on a specific region and get as detailed as you want. The former would be the core game, the latter the advanced options. Furthermore, rather than the basic set being only the first level or two, I would advocate a basic box set for each tier. You would have a Heroic Red Box, a Paragon Blue Box, and an Epic Black box (or something like that). From those core products you would radiate into whatever level of detail and complexity you want, but it would all be optional. There might be "core" advanced options that are the default for tournament play--things like [I]Player's Handbooks, [/I]etc, and then you might have truly optional books like [I]Magic of Incarnum.[/I] But the box sets could be marketed everywhere as truly evergreen products. And people could happily play D&D for years without going beyond them. Those that wanted more detail and options could have their fill as well. Best of both worlds, really. But it would be the former, and not the latter, that would potentially bring in a new generation of players. [/QUOTE]
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