innerdude
Legend
If you're Mearls and Co., what, realistically speaking, do you consider a "win" (when it's all said and done) regarding D&D Next's product lifecycle?
Is it a specific "adoption rate" by groups? A revenue goal? Trailing sales indicators indicating its popularity relative to its closest competitor (Paizo / Pathfinder)? An overall increase in DDI subscriptions? "Mindshare" with players, however your marketing team defines it?
Is D&D Next a "failure" if it's not a runaway hit, a metaphorical home run?
Or is a more "modest" success okay, if it builds enthusiasm back up for a brand that has admittedly taken a lot of hits over the last five years?
Is it a specific "adoption rate" by groups? A revenue goal? Trailing sales indicators indicating its popularity relative to its closest competitor (Paizo / Pathfinder)? An overall increase in DDI subscriptions? "Mindshare" with players, however your marketing team defines it?
Is D&D Next a "failure" if it's not a runaway hit, a metaphorical home run?
Or is a more "modest" success okay, if it builds enthusiasm back up for a brand that has admittedly taken a lot of hits over the last five years?