[Design] Character Generation: Detail vs Opportunity Cost
David Cake
dave at difference.com.au
Wed Nov 16 06:02:54 UTC 2005
At 12:24 PM +1100 16/11/05, Kyle Schuant wrote:
>I said "one reason" for the success of D&D. And appealing to new
>players is absolutely vital for the popularity of any new game
>system. To think otherwise is Forgeite gamer elitism. I don't want
>to be a crusty old gamer playing some obscure game no-one can
>understand and looking down my nose at eager young gamers hacking
>their way through dungeons.
There is plenty of room for both. Just as the world has room
for both Avril Lavigne and jazz. And it may even be a universal rule
of aesthetics that the things that have the most depth and long term
appeal are usually (though not always) not the most approachable to a
beginner.
Though, FWIW, some of the 'Forgeite' systems are very
approachable to a new player. Its the veteran players raised on rules
heavy systems and in depth exploration of traditional genres that
often find them offputting. Character creation for something like
Sorcerer (the canonical snobby Forgeite game) is very easy if the GM
has a good game concept to get people imagination going.
The issue of prep time is related to the appeal to new
players, but isn't all of it. And there is a difference to appealing
to players new to RPGs, and players looking for a new game. Players
looking for a new game but familiar with RPGs often overlook a
relatively high prep time if they can see its getting them somewhere
ie getting them an interesting character to play, introducing them to
rules that will have interesting consequences, etc.
Cheers
David
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