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Wilderlands too old?
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<blockquote data-quote="Odhanan" data-source="post: 2709519" data-attributes="member: 12324"><p>One thing we tend to do as old timers is underestimate newbies. We also tend to not really think in terms of how we started, but how we think people should start from our accumulated experience's point of view, which leads to wrong interpretations of what newbies need.</p><p></p><p>I was enchanted when I started DMing D&D with the old Karameikos Gazetteer. I don't think newbies would mind so much about what a product is like since they do not have the high standards gamers usually have. Given this context, I would say the Wilderlands are an excellent place to start. Two reasons for it:</p><p></p><p>1 - This is a setting that is easily played as is. It gives all the locations you'd need to run a traveling adventuring party's explorations (when we started RPGs, we weren't looking for huge backgrounds with plots and subplots - we wanted to get things rolling and discover a fantasy world - Wilderlands allow this). </p><p>2 - This is an inclusive setting, in the sense the DM can come up with new materials and make the Wilderlands his own. That's the key in my opinion. </p><p></p><p>One thing to clearly remember is that there isn't such a thing as an evolution of products for someone that would start roleplaying games, because there isn't any prior experience of what products have been compared to how they are now. So they'd take a first product for itself and appreciate it for its own qualities, not in comparison to other products they don't know.</p><p></p><p></p><p></p><p>I bet you anything that's not what you'd have thought first when you were a newbie.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2709519, member: 12324"] One thing we tend to do as old timers is underestimate newbies. We also tend to not really think in terms of how we started, but how we think people should start from our accumulated experience's point of view, which leads to wrong interpretations of what newbies need. I was enchanted when I started DMing D&D with the old Karameikos Gazetteer. I don't think newbies would mind so much about what a product is like since they do not have the high standards gamers usually have. Given this context, I would say the Wilderlands are an excellent place to start. Two reasons for it: 1 - This is a setting that is easily played as is. It gives all the locations you'd need to run a traveling adventuring party's explorations (when we started RPGs, we weren't looking for huge backgrounds with plots and subplots - we wanted to get things rolling and discover a fantasy world - Wilderlands allow this). 2 - This is an inclusive setting, in the sense the DM can come up with new materials and make the Wilderlands his own. That's the key in my opinion. One thing to clearly remember is that there isn't such a thing as an evolution of products for someone that would start roleplaying games, because there isn't any prior experience of what products have been compared to how they are now. So they'd take a first product for itself and appreciate it for its own qualities, not in comparison to other products they don't know. I bet you anything that's not what you'd have thought first when you were a newbie. [/QUOTE]
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