Don't get me wrong. I love this game! I've played many, and settled on this as the one for me. Unfortunately, try as I may, I can't hold on to any new players beyond level 4. And it's understandable. The beauty and flow of this game are only conceivable after someone has stuck it out for a long run into mid-high level content. After a new player has suffered through slaying cultists and suhuagin for hours with their one attack or spell, they move on to what promises to be an entire city full of sewers inhabited by nothing but kobolds. I try to appeal to the players by saying, "this game holds awe inspiring scenery, innovative customization, as well as narrated, puzzle filled, and challenging quest." I tell them that it is void of repetitious creature slaying grinds and noob-pwner mentality teen angst. But all they can see before them, after 6 hours of game-play, is an interface they don't understand, features they cannot access, and an endless line of "Kill the fish/lizard in my sewers" quests.
Possible ideas to hook those fools into some longevity:
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Throw some choices out there early on. Give the players some story options, maybe even an alternate starting zone. Give some **** dialog options other than "Is there a reward involved, blah blah". For that matter, throw evil into the mix. Why not? There is already enough game content to compensate for evil. Hell, some of the quests seem geared toward evil players. For example "Let's murder an entire city of peaceful Minotaur" Put in some evil aligned weapons, maybe even alignment restricted prestige classes. Evil adventurers work with good all the time. Stormreach is a powerful civilization, enough so that evil will remain in check, and could even benefit the town
Anyway, story options really get a new player into the realm. The ones available have been pointed out as "Chaotic Neutral" at best. When there options are "Be a jerk, or don't do the quest", people stop paying attention to the story.-Have a demonstration video or tour of Stormreach once the players get there. Like, "hey here is an AH, see all the adventurers bartering for items. Here is the pawn shop. Here is a crafting device that allows you to customize your gear with the right ingredients" That says to the burdened and overwhelmed player, "there is a lot to do here, and you are special. Hang in there."
-Make some more flashy early quests. I mean, the White Dragon vs. Mind flayer thing is pretty sweet, but it's time to step it up a notch.
-On a personal note: Gnomes and Druids
So, that should keep you busy for at least a decade. I prefer the continued work on end game content in many ways. But, I have noticed this pattern for new players and thought I'd share. Is anyone else noticing/have the same issues? Better early game content would make TRing much more appealing too
