Orcwart |
I was wondering what kinds of products are available, or soon to be available to our younger generation of players?
I am 34 and live in the UK. I have played D&D since I was 11 and have loved every minute of it. However, when I look at the products available today, I can't help feeling that they are catered towards a more mature audience. I'm not not saying that they are harmful to innocent minds, I just can't help feeling that they are a little too complex.
For example, I recently bought the Shackled City hardcover and it really is a great piece of work. But how would I have felt if I was an 11 year old reading this? Would I have understood the vast plots, group machinations and political landscape? No doubt there are some talented kids out there who are able to cope with all of this, but do we want to limit our future players to just these few or should WOTC be supporting a potential wider gaming market with less complicated merchandise.
The Sunless Citadel was a good example of a nice simple product. And if you think back to the late 70's, early 80's, those old modules were simple to understand and play and are no less forgettable, as many subscribers here will testify.
I'm not saying stop with the stuff you're currently producing because I don't want you to; it's brilliant (Age of Worms rox!). I just think that the availability of more easily digestable material for our younger players could help encourage their pursuit of this game rather than turn them off.
Fake Healer |
I have posted similar concerns on the Wizards.com messageboards. My main issues are that I am 35 and I remember starting to play at 9ish. I have 2 children that I would love to eventually introduce to D&D and not wait until they are in 10th grade. I would love to see a stripped down version of 3.5, in a soft cover (like the old hole-punched boxset books), priced so that parents won't say "Ninety bucks!!! For 3 F'in books!! Are you insane!!" I have been watching the games average age rise dramatically for years and I don't understand why Wizards is allowing such a potentially profitable market to remain untapped. And if the response is "get the Basic Game box set" I automatically respond with "we all know that that is a piece of crap with no potential for going past 3rd level unless kids buy the uberexpensive books that they won't understand. Seems like bad marketing mixed with a little bit of arrogance on Wizards part.
my 2
FH
Ultradan |
I'm with you Orcwart. I too long of the days of those "Drop Anywhere" modules. The stuff that's comming out now is great, but I really miss the simple stuff. Adventure modules in the 80's featured a locality (a dungeon or a haunted castle), with a only a brief backround wich you could really easily insert into your story. Now, EVERY published adventure has this complexe political intrigue with dozens of NPCs that are essential to the plot. I'm not complaining, but I find myself almost never using published adventures 'as is'.
Ahh, those were the days... The Keep on the Borderlands, The Isle of Dread, The Sinister Secret of Saltmarsh and, most of all, The Tomb of Horrors. I miss you all.
Ultradan
Koldoon |
I was wondering what kinds of products are available, or soon to be available to our younger generation of players?
I am 34 and live in the UK. I have played D&D since I was 11 and have loved every minute of it. However, when I look at the products available today, I can't help feeling that they are catered towards a more mature audience. I'm not not saying that they are harmful to innocent minds, I just can't help feeling that they are a little too complex.
For example, I recently bought the Shackled City hardcover and it really is a great piece of work. But how would I have felt if I was an 11 year old reading this? Would I have understood the vast plots, group machinations and political landscape? No doubt there are some talented kids out there who are able to cope with all of this, but do we want to limit our future players to just these few or should WOTC be supporting a potential wider gaming market with less complicated merchandise.
The Sunless Citadel was a good example of a nice simple product. And if you think back to the late 70's, early 80's, those old modules were simple to understand and play and are no less forgettable, as many subscribers here will testify.
I'm not saying stop with the stuff you're currently producing because I don't want you to; it's brilliant (Age of Worms rox!). I just think that the availability of more easily digestable material for our younger players could help encourage their pursuit of this game rather than turn them off.
Orcwart -
I would say that they do. Sure there are complex adventures like the SCAP, but also there are fairly straight-forward, excellent adventures like Christopher West's "Unfamiliar Ground" and the already mentioned "Sunless Citadel" (a personal favorite of mine... twig blights, gotta love'em). I'm playing through some of the adventures WotC put out for Eberron, and I would say that they are fairly comparable to Sunless Citadel in complexity - maybe a little harder, but not much.
That said, as an adult player, I'm also thrilled to see that they are not neglecting their original fan base. I really think they need to do both.
- Ashavan
Reggie |
At 37 (just) and with a 5 day old daughter, this isn't a big concern yet, but I still have the old red box set (with the 1 player dungeon!) plus most of the old modules ready to drag out and use when I'm ready to brain wash...I mean introduce her to the concept of rpging.
As for new sources, I've found that Dungeon works well - most of the adventures in them are on par with the old slip cover adventures from the eighties, as far as being site based, slot in almost anywhere scenarios. And to be quite frank, I think most of them are a lot more coherent and better laid out, too.
Reggie.
Still recovering from the first nappy change.
Yamo |
I must say that personally I blame the game. The current version of D&D is suited for intermediate to advanced RPG gamers. There's nothing wrong with that (I'm one of those, after all), but what beginning players need is really a seperate, simpler game with fewer options.
For example, I would go with just fighter, wizard, cleric and rogue for classes, go back to set XP values for individual monsters (eliminating the CR system), simplify combat by ditching AoO, ditch feats (or rather, have special class abilities pre-set by level as in previous editions) and simplify skills (using the Unearthed Arcana method of all class skills being based on 1d20 + class level + ability mods and non-class skills being based on 1d20 + ability mods). Kind of like how the last generation of players was encouraged to start with "basic" or "original" D&D and then graduate to AD&D later, I suppose.
I suspect it would end up looking a lot like Castles & Crusades rather than the current D&D.
Lady Aurora |
Well, Orcwart, I understand what you're saying but I believe it puts WOTC in a sort of no-win situation. I'm an over 35, old-schooler and the new deeper, more complex modules are viewed by me with mixed results. I like the complexity of the AoW and similar "epic" storylines but find long bulky plots and convoluted storylines cumbersome in most other adventures. I think a lot of the backstory and political intrigue included in many of Dungeon's adventures do little other than stretch the page count of the module. Perhaps my group's playing style is a bit more straight-forward and "simple minded" but once they identify a "bad guy" that don't waste too much time wondering over the hows and whys of how he came to be evil, they just attack! So I actually prefer the simpler, plug-in, older style adventures. That said, I don't mind all that extra "fluff" terribly if it satisfies other readers and it does enlighten ME as to the motivations of important NPCs (though my players rarely investigate/discover any of these historical/political information gems on their own). But anyway, I've seen lots of complaints from players and DMs anytime Dungeon DOES print a simple, straight-forward site-based adventure. So you've got people demanding complex, in-depth, longer adventures and then folks like you come along and demand (I'm not trying to judge here...) shorter, simpler adventures. How are Paizo and WotC to react? They're d*mned if they do, and d*mned if they don't.
Balance is the key and I believe both companies are striving to achieve that. Of course, you're entitled to your opinion on whether or not they're achieving that balance or not. I am just a DM like you, with no affiliation to either company (though kickbacks are always appreciated ;-) ); but I think everyone needs to keep in mind the old axiom "You can't please all of the people all of the time"
Chris Wissel - WerePlatypus |
I'd like to add that kids are smarter than you guys think. . . I was playing AD&D when I was 10, and running when I was 12.
My various little groups back then didn't use half the rules in the books. We either didn't understand the relevance, we thought they were too hard, or we simply misunderstood and made mistakes. But that didn't stop us from making characters, rolling dice, and having a good time.
Their proficiency with the rules will grow as they gain experience. In the meantime, it will be the kids themselves who'll decide which rules they want to cut.
Laeknir |
I must say that personally I blame the game. The current version of D&D is suited for intermediate to advanced RPG gamers. There's nothing wrong with that (I'm one of those, after all), but what beginning players need is really a seperate, simpler game with fewer options...
It's just a shame that WoTC doesn't make a... I don't know... for lack of a better word... "Basic" Game. In a boxed set. With a few minis thrown in, like Lidda and Regdar. And with play-cards that are similar to card games for the younger set, as a transitioning element. Too bad they don't have that.
Yamo |
I'd like to add that kids are smarter than you guys think. . . I was playing AD&D when I was 10, and running when I was 12.
Problem is that not everybody is like you. Personally, AD&D was insufficient to woo me into the hobby as a kid. It left me completely bewildered and uninterested. It took "basic" D&D to bring me into the fold (red box, baby!)
Yamo |
It's just a shame that WoTC doesn't make a... I don't know... for lack of a better word... "Basic" Game. In a boxed set. With a few minis thrown in, like Lidda and Regdar. And with play-cards that are similar to card games for the younger set, as a transitioning element. Too bad they don't have that.
Oh, they do, actually. The fundamental problem is: It's still a simplified introduction to a too-complex game when what's needed is a simplified introduction to a simplified game.
The cart is being set before the horse, in effect.
Orcwart |
Great replies, mates. It would be nice to read some thoughts from the Dungeon guys.
I'm a little with Yamo about the complexity issue. If you are a player over 30, you may remember the boxed sets. What these ended up doing was teach you how to play. Starting with a basic enviroment (Basic Set levels 1-3), later opening your mind to a wider environment and campaign dynamics (Expert Set levels 4-14), then teaching you how to build dominions, have wars and carve out empires (Companion Set levels 15-25) and then aspects of increased combat options and petitioning for immortality (Master Set levels 26-36 and Immortal Set - anything beyond!).
Admittedly, by the time you have worn out the Expert Set you were a seasoned player, but I feel a sense of being developed into a player and DM through these sets. I think kids of today should have a similar opportunity.
I can almost hear the cries of poeple saying, "But that will make it Basic and Advanced D&D again." but I think that you can be clever in how such products are developed and melded to the core rules.
dragonlvr |
Unfortunately, I was a latecomer to the game. I picked it up when I was 16 and 3ed had just come out (I know I'm only a baby to the game compared to the other longtime gamers). So I have no experience with these "box sets". I have, however, started teaching my 12 year old sister to play. She seems to be grasping it fairly well, though I am running a simplified campaign for her. I haven't gotten into too much detail yet. She is playing an Elven Ranger and I've explained attacks and skills and feats. I think that with time she'll get the hang of it and be gaming with the rest of my group soon after I get back from Iraq. But I do agree that 3ed as is, is way too much for our younger players to handle without some serious guidance from the Veteran Players. You could just do like I did with my sister and simplify it for you children and slowly increase the difficulty as you go.
A bit from my Hoarde
Fake Healer |
I knew someone would bring up that Stupid Basic Game box set and say "ohh look there is something for them!" If Laeknir ever really investigated whats in the box then maybe that whole ridiculous response would have been withheld. The box only provides entertainment til 3rd level. Wow that should keep the kids busy for 2-4 sessions. Then that 9yr old can try to get Mum and Pop to fork out $90 so he/she can get the core books that requires an 8th grade reading level to understand......another potential gamer lost. Yamo hits it on the head and confirms the crit with his observations.
Fake Healer
OldGamer2000 |
Hi all,
I hate to say this but I think the answer rests in the ongoing effort by some folks to reprint the old game modules and the old rules.
I began play when I was barely in middle school back in 1978 and I have to admit that plenty of the hard core rules were lost on me. The basic rules of you roll x dice for combat and you gain experience for killing monsters was clear enough for us back then though and got us rolling.
I am afraid that even a scaled down 3.5 version would be hard to learn. As a kid I really liked the "I'm a fighter" "I'm a wizard." simplicity of things. I do agree that whatever you work with should take the kids at least to 10th level.
Adventuring to 10th level the old school way can take years honestly, even given entire summer vacations spent on the D&D campaign trail. It took our little group at least three years to work our characters up from first level to level eight.
By the time the kids top at tenth level they should (hopefully) be old enough to start up with the main books.
Jeremy Mac Donald |
I'd like to add that kids are smarter than you guys think. . . I was playing AD&D when I was 10, and running when I was 12.
My various little groups back then didn't use half the rules in the books. We either didn't understand the relevance, we thought they were too hard, or we simply misunderstood and made mistakes. But that didn't stop us from making characters, rolling dice, and having a good time.
Their proficiency with the rules will grow as they gain experience. In the meantime, it will be the kids themselves who'll decide which rules they want to cut.
Yeah - I have to agree with this. This is not a game for five year olds here. At 8-10 you can do a pretty fine job with the material as is especially with an older mentor around. Also its not like Castles and Crusaders or another simpler RPG could not be acquired tio start with. Hell one could go with the old boxed sets if they wanted to - they can be had off ebay for pennys on the doller these days so its cheap to boot.
Laeknir |
I knew someone would bring up that Stupid Basic Game box set and say "ohh look there is something for them!" If Laeknir ever really investigated whats in the box then maybe that whole ridiculous response would have been withheld. The box only provides entertainment til 3rd level. Wow that should keep the kids busy for 2-4 sessions. Then that 9yr old can try to get Mum and Pop to fork out $90 so he/she can get the core books that requires an 8th grade reading level to understand......another potential gamer lost. Yamo hits it on the head and confirms the crit with his observations.
Fake Healer
Whoever you are... chill. If that game is not for you, don't buy it... just move on.
Amber Scott Contributor |
Fake Healer |
Unfortunately, it looks like Wizards doesn't care to expand their user base. On another post it was estimated that the average age of D&D players is around 26-28. Kinda scary. Those of us who are 35ish remember the Basic Sets fondly and wish for a way to intro newbies to the game. I personally don't want to troll around for old rule sets. I would rather have a new D&D game geared towards younger players. I don't understand Wizards marketing strategy. They make the minis line "collectable" (another words expensive if you want a specific mini for roleplay) which is geared towards younger gamers, but they make the books uber-expensive and way out of reach for younger gamers to afford. This strikes me as a bad marketing strategy in almost every way.
FH
Yamo |
Hmmm...For me, the above comment confirm my suspicions. Also, there has even been mention that some mentoring is required for young players. Surely this is not going to become a game whose security lies in it's arcane secrets being passed from one generation to the next like an encrypted codex?
Agreed!
I had the damndest time understanding AD&D as a kid. I went through the motions with some older players, but it was arcane and complex and I never really grasped it (or wanted to, because it's just not fun to learn something that Byzantine when you're a kid with a kid's attention span!). Once I got my copy of the Red Box set, I was able to gain an through understanding of the game all on my own in a short time and that is a good thing, because I otherwise would have likely not bothered with any form of D&D again after those first few cryptic AD&D sessions.
Yamo |
Unfortunately, it looks like Wizards doesn't care to expand their user base. On another post it was estimated that the average age of D&D players is around 26-28. Kinda scary. Those of us who are 35ish remember the Basic Sets fondly and wish for a way to intro newbies to the game. I personally don't want to troll around for old rule sets. I would rather have a new D&D game geared towards younger players. I don't understand Wizards marketing strategy. They make the minis line "collectable" (another words expensive if you want a specific mini for roleplay) which is geared towards younger gamers, but they make the books uber-expensive and way out of reach for younger gamers to afford. This strikes me as a bad marketing strategy in almost every way.
FH
Remember, D&D is currently run by a company that has made its fortune on faddish collectable games. They are used to boom-and-bust and are ill-equipped to implement (or even formulate) a plan for a stable, renewable D&D community. They only care about the next big sales spike from Edition 3.983766b or the new Flumph Assault minis booster packs.
Koldoon |
Unfortunately, it looks like Wizards doesn't care to expand their user base. On another post it was estimated that the average age of D&D players is around 26-28. Kinda scary. Those of us who are 35ish remember the Basic Sets fondly and wish for a way to intro newbies to the game. I personally don't want to troll around for old rule sets. I would rather have a new D&D game geared towards younger players. I don't understand Wizards marketing strategy. They make the minis line "collectable" (another words expensive if you want a specific mini for roleplay) which is geared towards younger gamers, but they make the books uber-expensive and way out of reach for younger gamers to afford. This strikes me as a bad marketing strategy in almost every way.
FH
Fake Healer -
I'm not sure this is true. There's another discussion where the posters here discuss whether new players are getting priced out of the hobby, and I initially thought they were too... BUT
My brother has three kids. He tells me they get about their age in dollar bills a week in allowance. For your average young player, that's $10 a week. Three weeks for a base/core book. Less if you're pooling money with a sibling.
When I was a kid I got two bucks a week. That was three weeks to get just a standard $6 module.
I can't say that at $10 (and for just slightly older kids $12) a week that the kids won't be getting the books quicker now than I was able to.
Of course, as an adult who grew up with the $12 hardbacks, making the adjustment to $30-$40 books is difficult for me, but D&D doesn't have to be an expensive hobby, all you really need is the three core books. Even kids who aren't raking in the sort of allowance I alluded to above (and my brother assures me that's fairly standard) could pick up the books through ebay, or off the used rack at many gaming stores. They could pool money as a group, or for that matter, I know many groups held together by a DM who is the only one who actually buys any of the books.
The minis are based, clearly, on the marketing for CCGs, which have been phenomenally popular and successful for wizards. The book pricing reflects (sadly) realities that paper is a lot more expensive than it used to be, and that color printing is a whole lot more expensive than the black and white of the books the 30 somethings here grew up with.
- Ashavan
Koldoon |
Remember, D&D is currently run by a company that has made its fortune on faddish collectable games. They are used to boom-and-bust and are ill-equipped to implement (or even formulate) a plan for a stable, renewable D&D community. They only care about the next big sales spike from Edition 3.983766b or the new Flumph Assault minis booster packs.
I have trouble characterizing Magic the Gathering as a fad... 12-13 years is an awfully long fad.
- Ashavan
Yamo |
Yamo wrote:
Remember, D&D is currently run by a company that has made its fortune on faddish collectable games. They are used to boom-and-bust and are ill-equipped to implement (or even formulate) a plan for a stable, renewable D&D community. They only care about the next big sales spike from Edition 3.983766b or the new Flumph Assault minis booster packs.I have trouble characterizing Magic the Gathering as a fad... 12-13 years is an awfully long fad.
- Ashavan
It's a misconception that fads don't last. Skateboarding was a fad in the 80s, but there are still skaters now. Just because Magic is still around doesn't mean that it wasn't a fad in the 90s. It's just diminished in stature from the peak of its fad popularity.
The problem with marketing toward creating new fads is that you're never looking beyond the next big sales spike. Like a junkie living for his next fix.
Hence the attitude that a simpler, more affordable D&D game line for new players is a poor investment. Sure, these new players might be purchasing at the level of your current die-hard customers in a few years, but that's not going to help figures in the upcoming Winter quarter, is it?
Brett Hubbard |
I'm a 36 year-old teacher who's been playing D&D for about 16 years. I sponsor a gaming club at a middle school campus. We are currently running the 3.5 Basic box set. Actually, we're running about 5 box sets, b/c the club has about 30 members, almost all of them novices. As far as the box set is concerned... it's a good gateway into the world of D&D and RPG's, though I think transitioning into "the big books" will be quite a challenge. However, I've seen the way these kids just devour anything game-related. I've got kids that just learned the game last fall running detailed, complex campaigns.
My point? Don't know if I have one. The future D&D players seem to be in good shape, though, judging from what I see once a week!
Sharpe |
Actually, there is a book out there that breaks down the game, although kids might be put off by the title, "Dungeons and Dragons for Dummies." It has the "be a cleric," "be a fighter," "be a sorceror," and "be a rogue" all set down. All sorts of suggestions are in the book about feats and spells. They also have stuff on working together during fights and a couple of encounters already laid out. Of course the bad thing is that they'll be stuck with just those few encounters...
Yamo |
Actually, there is a book out there that breaks down the game, although kids might be put off by the title, "Dungeons and Dragons for Dummies." It has the "be a cleric," "be a fighter," "be a sorceror," and "be a rogue" all set down. All sorts of suggestions are in the book about feats and spells. They also have stuff on working together during fights and a couple of encounters already laid out. Of course the bad thing is that they'll be stuck with just those few encounters...
You're recommending a 430 page book?
The one I learned on was 64 pages and worked just fine. I reckon that's a more resonable size goal for an introductory game.
Sharpe |
But they don't have to read all 430 pages. Also there is a lot of stuff on each page but it's broken down, has the funny looking guy pointing stuff out... the lay out creates an illusion that you aren't reading a ton of stuff when you are in fact absorbing a lot of info. Also some of those pages are the cartoons that look Far Side-ish but have a different name.
Laeknir |
I'm a 36 year-old teacher who's been playing D&D for about 16 years. I sponsor a gaming club at a middle school campus. We are currently running the 3.5 Basic box set...
Brett, that's really excellent that you can sponsor a club! That's a lot of time and dedication. It was a long time ago for me, but I fondly remember two teachers who sponsored a similar club at my middle school. I hope your students remember to give you a teacher appreciation award!
Saurstalk |
I have been watching the games average age rise dramatically for years and I don't understand why Wizards is allowing such a potentially profitable market to remain untapped.
Did you see Dungeons and Dragons 2 on SciFi? What a perfect opportunity to draw in an audience ... though likley most people who watched it were gamers.
WotC DID have commercials ... but, IMO, lame. With all the awesome artists invested in the game today, WotC could have easily pumped out a little more cash to put an artist's work to some arousing animation - hardcore combat scenario, close-quarter combat with bull rushes, tumbles and trip attempts, not to mention some rapid-fire spellcasting and the like. I.e., something to hit the viewer over the head with "COOL, Dude."
Saurstalk |
The problem with marketing toward creating new fads is that you're never looking beyond the next big sales spike. Like a junkie living for his next fix.
Hence the attitude that a simpler, more affordable D&D game line for new players is a poor investment. Sure, these new players might be purchasing at the level of your current die-hard customers in a few years, but that's not going to help figures in the upcoming Winter quarter, is it?
As I stated in my earlier post, I think a lot of building an audience has to do with advertising.
Why doesn't WotC look into television times and channel most likely to have people who might be interested in gaming. SciFi, Comedy Central or Cartoon Network (Adult Swim), for instance may be a great location.
Then, why doesn't WotC provide some really cool eye-candy commercials overflowing with action, excitement and adventure to draw people in ... finally, with a cool motto, like "Play Hard."
Chances are, it's probably cost prohibitive. But it seems like a good way to capture an audiences attention.
In my mind, I see the artwork of some of DnD's greatest artists coming to life in the commercial - combat being probably the best drawing point - with quick action soaring melee, fast-paced spell casting, and perhaps even aerial combat to get people involved.
Great Green God |
As I stated in my earlier post, I think a lot of building an audience has to do with advertising.
Why doesn't WotC look into television times and channel most likely to have people who might be interested in gaming. SciFi, Comedy Central or Cartoon Network (Adult Swim), for instance may be a great location.
Then, why doesn't WotC provide some really cool eye-candy commercials overflowing with action, excitement and adventure to draw people in ... finally, with a cool motto, like "Play Hard."
Chances are, it's probably cost prohibitive. But it seems like a good way to capture an audiences attention.
In my mind, I see the artwork of some of DnD's greatest artists coming to life in the commercial - combat being probably the best drawing point - with quick action soaring melee, fast-paced spell casting, and perhaps even aerial combat to get people involved.
A better place for such a commercial (though perhaps a little less intense) might be the Saturday morning and afterschool cartoon time sort of like the Marvel Comics ads that ran for the G.I. Joe comic book. Let's look to the future instead of the hobbie as I think we have the here-and-now pretty well covered.
GGG
Onrie |
About D and D material leaning to maturity, picture this: Our class has been disecting sea lampreys ( grose gient leaches that act a s an invasive specias) and it seems to fit with my mysteriose newfound obsession with worms. Our teacher caught me doodling pictures of that magzine cover with Kyuss and the worms. I covered it up with a land lamprey! The scary guy in the back was a victom of the land lampreys bloodsucking and the stick figures with the sticks were extermanaters that were gettin their but whoped. To make it more belivable I drew more little toon with the land lamprey sucking people out of the sears building and stuff like that. All the teacher thought was that I was being creative. Isnt that neat?
David Emmons |
Since they were great intros for me, I'm working with the 3E conversions of the old adventures...ie Keep and Homlet and possibly the Slavers with my kids....we are going to play in Eberron and I'll let them decide what they want to be, but they will have allies of a team from Breland.....A warforged Ranger "Fletch", a gnome artificer, and a Paladin, all who served in the War together.
THe beauty of the Keep is that it has so much in it we will probably spend a few weeks and learn lots of things.....plus it's a nice base of ops. Add in a little intrigue with the Blood of Vol and I think we will have fun.
To start it out on the road to the keep I'll run the free adventure Dark and Stormy Knight to ease them in....
Should be loads of fun....
-Dave
Orcwart |
I've just been checking out the old red boxed set; the one with the Elmore sketch of the Red Dragon and Warrior. I think it has one basic element that should be incorperated into the core PHB. That is the solo player walkthrough.
As I read it again, I was struck by how it drew my attention to my abilities, explaining how they affected my situation. It offered me simple choices which effected the adventure. The combat was simply explained (although it was a simpler system).
What I'm getting at is this: Would new/young players of D&D benefit from a similar addition to the PHB?
I have to admit to tripping a little bit on reading that again... :)
Great Green God |
That is the solo player walkthrough.
As I read it again, I was struck by how it drew my attention to my abilities, explaining how they affected my situation. It offered me simple choices which effected the adventure. The combat was simply explained (although it was a simpler system).
I have to admit to tripping a little bit on reading that again... :)
There's a reason why Bargle is "Infamous".
GGG
Ultradan |
Pictures is the answer. Lots of pictures. It was in the early 80's when my eyes glanced for the first time a D&D product. It was the adventure module Tomb of Horrors. The images in that module sparked something in me that still stirs to this day. Not long after that first encounter, I bought myself an adventure module of my own (B1 In Search of the Unknown), a d4 and a d10. I gathered up a few of my friends and we played using NO rules whatsoever... And we liked it!
I say, as long as there's that spark, kids WILL find a way to have fun with it.
We all did.
Ultradan
Sucros |
Now that you mention comic book ads, it was one of those that first got me interested in D&D.
Actually, me too. When I was at my grandma's as a kid, I used to read my dad's old comics. The old one page D&D ads interested me so much. Using their art and flair for the dramatic, comic book ads would be an excellent idea, especially since many who read comics are already in the FLGS's market.
Lilith |
I was happy to be a part of the Worldwide D&D Game Day last year (looking forward to it again this year) and ran two games for new players. It was an awesome experience - I recommend it to anybody!
If you can get your hands on the provided adventure modules for the Game Day, they were a perfect way to introduce new players. Not too rules-heavy, simple and straightforward.