Juton wrote:
Your Nintendo analogy is good for something main stream, but RPGs haven't been mainstream for a long while now.
Your point doesn't make any fucking sense. Are you saying that for something that's
not mainstream you need to make it more complex and expensive in order to draw in new customers? You'd think that it'd be the total opposite! Sony can flat-out ask people for $499 for a PS3 without getting laughed out of the room because it has a broad customer base and has a history of delivering quality (snrk) product.
There's a reason why Nintendo opted to go with the inferior hardware of the Nintendo DS and Nintendo Wii. Because it'd be cheaper. Sure, they got laughed at by Microsoft/Sony fans for their strategy but since they were able to reach out to a market with a greater ease-of-use and lower sticker price they were able to completely turn their fortunes around. If they had listened to their stupid, myopic fanboys and tried to retrench they'd still be stuck dead last in the console wars.
Juton wrote:Thinking about it, rules-light probably caters to the artistic types who like to describe every attack they make, and players who just don't have enough free time to wrestle with feat trees and sorting through hundreds of spells.
It also appeals to small children who have an allowance of like 20 dollars over two weeks, middle-aged adults who've played WoW a few times and are looking for something to do with their sisters' kids, and yuppies who have seriously only like 15 hours of free time on the weekend and will mentally veto anything that takes more than 1 hour to grok.
I mean, seriously, look at this little nugget of crap you posted:
Juton wrote:
Starting with rules-light won't make a difference, people will start with whatever their friends are playing, what matters is how much fun they have playing. The first RPG I ever played was Mechwarrior 3, which was a horrible, dreadful system, a system by any right should have driven me running and screaming from the hobby, It took us forever to even figure out how to resolve an attack, for reference it's a system where each attack requires long division to find out how much damage a character receives. But the table talk was fun and it gave us something to do.
Yeah, I'm glad you managed to stick through a terrible RPG to find some fun.

So what about all of those other people who got frustrated and gave up on it or stared at the rulebook and ran away screaming?
Getting into TTRPGs as they're currently printed is a pretty big hurdle. I mean, take core D&D. You need to do the following three things before you even have a chance of deciding whether you like the game or not:
1.) You need to be able to plop down the money for the books. God forbid you're a fan of games like Black and White or Neverwinter Nights or The Sims and you actually want to
run a game; that's like 90 dollars down the drain.
2.) If you get past that, you also need to devote X amount of time needed to read the rules. If you have someone helping you it'll go by faster. But seriously, have you seen the size of a PHB? That shit is like 250 pages. That's like reading the entirety of Henry V and Henry VI. If you're agnostic or even slightly negative towards the product, how are you going to get past that hurdle? No one likes reading that much
3.) Now you need to find a group. If there's no one around to play D&D then you've just wasted your money and time! People are willing to plop down 20 dollars and an hour worth of reading on a product that they might only get to play a few months from now, fewer are going to do 90 dollars and six hours of reading.