buzz
Adventurer
From a recent interview:
http://www.silven.com/adnd.asp?case=show&id=332
http://www.silven.com/adnd.asp?case=show&id=332
Silven Crossroads said:Q) What shape do you think D&D 4.0 would take in order to induce people to buy it or to bring new gamers into the hobby?
I do not believe that the core D&D books bring people into the hobby. I believe that the D&D intro box brings people into the hobby. (And I believe that its effects are significantly secondary to the effects of enthusiasts teaching friends and family at home, school, and work to play so they have someone to play with.)
At WotC, my staff developed a long-range plan that was designed to create a "pyramid" of products that started with 8 year olds and lead inexorably to the D&D Intro product later in life. The D&D intro box is the one product I can conclusively demonstrate had a direct impact on sales of the whole D&D product line, and it is that product that I think needs to be annually redesigned to reflect the absolute best in design ability and market research.
As a side note, Johnathan Tweet has outlined a plan that I think could workably be used to potentially increase core book sales without a huge design overhead. His idea was to make an annual "theme" for D&D. The obvious example is "anime". The "Anime D&D" books would use all new Anime art, Anime iconic characters, etc. but would use the 3.5 game rules virtually unchanged. Similar "themes" could include "Gothic Punk", "Arthurian Fantasy", "Cosmic Horror", etc. Such products could induce "fence sitters" who would like to play D&D but don't like the baseline fantasy imagery to buy and play the game.