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Why the Modern D&D variants will not attract new players
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<blockquote data-quote="Celebrim" data-source="post: 5356969" data-attributes="member: 4937"><p>One of the problems with long threads like this is that it can be very easy to forget what is being argued and why. In this case, we don't actually care that much about the mechanics of falling rules (although granted, such discussions are interesting in themselves) except to the extent that they impact the main argument.</p><p></p><p>That main argument is over the question of whether a new player needs to know the minutia of the resolution rules of an RPG in order to enjoy it. I'm arguing that in order to enjoy the game a new player almost certainly does not need to know the resolution rules, and indeed attempting to force all those rules on a new player is likely to reduce their enjoyment of the game. Others have claimed that its best if the new player does know the resolution rules. Falling rules are being used as an exemplar of this point. Or in other words, "In order to enjoy the game, does a new player need to know the rules for falling?"</p><p></p><p>The outcome of that argument is only important in as much as it impacts the question of, "What sort of game should you design to attract new players?", because the OP of the thread made the claim that, "A game that will attract new players should not be complicated."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5356969, member: 4937"] One of the problems with long threads like this is that it can be very easy to forget what is being argued and why. In this case, we don't actually care that much about the mechanics of falling rules (although granted, such discussions are interesting in themselves) except to the extent that they impact the main argument. That main argument is over the question of whether a new player needs to know the minutia of the resolution rules of an RPG in order to enjoy it. I'm arguing that in order to enjoy the game a new player almost certainly does not need to know the resolution rules, and indeed attempting to force all those rules on a new player is likely to reduce their enjoyment of the game. Others have claimed that its best if the new player does know the resolution rules. Falling rules are being used as an exemplar of this point. Or in other words, "In order to enjoy the game, does a new player need to know the rules for falling?" The outcome of that argument is only important in as much as it impacts the question of, "What sort of game should you design to attract new players?", because the OP of the thread made the claim that, "A game that will attract new players should not be complicated." [/QUOTE]
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