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Will D&D ever be able to regain a base of "casual" players?
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<blockquote data-quote="Ariosto" data-source="post: 4905061" data-attributes="member: 80487"><p>We could go around and round about the premise, tossing anecdotal evidence and speculation back and forth.</p><p></p><p>Maybe more productive is looking into ways to appeal more to the casual.</p><p></p><p>A group that's stinky, slovenly, ill-mannered and weird might not have much success regardless of the qualities of the game itself; first impressions can count for a lot.</p><p></p><p>A hefty rules-set can be off-putting unless the casual player does not have to deal with it. I think this is a bit of a hurdle with 4e, especially as powers pile up with the gaining of levels. If one plays frequently, then things become -- and remain! -- familiar. With infrequent play, one may find oneself having to relearn repeatedly.</p><p></p><p>Just looking at a rulebook of 300+ pages can be daunting to someone used to considering 30+ "complex". <em>Axis & Allies</em>, at 32 pp., is probably about the accustomed limit of comfort level for a lot of casual gamers. Basic D&D books twice as long work because they're largely filled with monsters and other stuff for DMs to use as they choose -- and because the descriptions of monsters and magic can be entertaining to read rather than dryly technical.</p><p></p><p>Classic hex-and-counter wargames from Avalon Hill, SPI, etc., were often in the range from 4 pages of basic rules and another 6 to 8 of advanced, to maybe 10 to 12 each (perhaps a few more for scenarios). Even <em>Squad Leader</em> and <em>Rise and Decline of the Third Reich</em> weigh in at only 36 pages (of admittedly small type) each.</p><p></p><p>The digest-sized booklets of the original <em>Dungeons & Dragons</em> and <em>Traveller</em> sets, translated to full-sized (half as many) pages, would be about 55 pp. and 72 pp. respectively -- and most of those are directed at the referee. (<em>Men & Magic</em> would make an 18-page PHB!).</p><p></p><p>Even the 1st ed. AD&D PHB came to only 128 pages. 59 of those were devoted to spells; 10 to psionics, bards, and an alignment graph; 2 to the known planes of existence; 1 to suggested agreements for the division of treasure; and 6 to reference sheets and advertising; leaving 50 pp. of more general interest.</p><p></p><p>Having 30 pages of tactical combat rules in 4e is pretty impressive. <em>RuneQuest</em> (1st ed.) devoted 16 pages (in two chapters) to matters related to fighting, <em>including</em> equipment lists and training rules.</p><p></p><p>In short, the game has become pretty complex (especially in terms of what a player is expected to know) -- and maybe <em>looks</em> even more complicated than it is. The contrast with the "heyday of the early 80s" is pretty notable. </p><p></p><p>The rules-set seems to me pretty solidly directed at the "hard core", as was the previous version. That does not mean it <em>can't</em> have enduring appeal for casual players, but it does seem to suggest that some special attention to their needs may be called for.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4905061, member: 80487"] We could go around and round about the premise, tossing anecdotal evidence and speculation back and forth. Maybe more productive is looking into ways to appeal more to the casual. A group that's stinky, slovenly, ill-mannered and weird might not have much success regardless of the qualities of the game itself; first impressions can count for a lot. A hefty rules-set can be off-putting unless the casual player does not have to deal with it. I think this is a bit of a hurdle with 4e, especially as powers pile up with the gaining of levels. If one plays frequently, then things become -- and remain! -- familiar. With infrequent play, one may find oneself having to relearn repeatedly. Just looking at a rulebook of 300+ pages can be daunting to someone used to considering 30+ "complex". [i]Axis & Allies[/i], at 32 pp., is probably about the accustomed limit of comfort level for a lot of casual gamers. Basic D&D books twice as long work because they're largely filled with monsters and other stuff for DMs to use as they choose -- and because the descriptions of monsters and magic can be entertaining to read rather than dryly technical. Classic hex-and-counter wargames from Avalon Hill, SPI, etc., were often in the range from 4 pages of basic rules and another 6 to 8 of advanced, to maybe 10 to 12 each (perhaps a few more for scenarios). Even [i]Squad Leader[/i] and [i]Rise and Decline of the Third Reich[/i] weigh in at only 36 pages (of admittedly small type) each. The digest-sized booklets of the original [i]Dungeons & Dragons[/i] and [i]Traveller[/i] sets, translated to full-sized (half as many) pages, would be about 55 pp. and 72 pp. respectively -- and most of those are directed at the referee. ([i]Men & Magic[/i] would make an 18-page PHB!). Even the 1st ed. AD&D PHB came to only 128 pages. 59 of those were devoted to spells; 10 to psionics, bards, and an alignment graph; 2 to the known planes of existence; 1 to suggested agreements for the division of treasure; and 6 to reference sheets and advertising; leaving 50 pp. of more general interest. Having 30 pages of tactical combat rules in 4e is pretty impressive. [i]RuneQuest[/i] (1st ed.) devoted 16 pages (in two chapters) to matters related to fighting, [i]including[/i] equipment lists and training rules. In short, the game has become pretty complex (especially in terms of what a player is expected to know) -- and maybe [i]looks[/i] even more complicated than it is. The contrast with the "heyday of the early 80s" is pretty notable. The rules-set seems to me pretty solidly directed at the "hard core", as was the previous version. That does not mean it [i]can't[/i] have enduring appeal for casual players, but it does seem to suggest that some special attention to their needs may be called for. [/QUOTE]
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