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[3.5] WotC motivation revealed!
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<blockquote data-quote="rounser" data-source="post: 1000487" data-attributes="member: 1106"><p>This is the beauty of it;</p><p><span style="font-size: 15px">THEY PROBABLY DON'T CARE.</span> </p><p>They've done their math and worked out the average time people spend playing D&D before dropping it for something else, and made their core book release cycle match that. They don't care if they turn off a few die-hards when the majority will have dropped the game, and might be enticed back with a new edition/revision/go-faster stripes.</p><p></p><p>It's exactly the same business model Games Workshop goes for; they don't care that they're pissing off some die-hards because the majority of the market will have moved on by that time, and the die-hards who stay will have to buy or leave. You'll understand this cycle if you've bought into a GW game at any stage.</p><p></p><p>Happily, the difference is that two GW players need to play by the same rules, but D&D groups only need to be internally consistent. Therefore, you can a play a white box D&D/XXV Century hybrid for years with the rest of your group, in the comfort of your own home, and be completely unaffected by brand management shenanigans.</p></blockquote><p></p>
[QUOTE="rounser, post: 1000487, member: 1106"] This is the beauty of it; [SIZE=4]THEY PROBABLY DON'T CARE.[/SIZE] They've done their math and worked out the average time people spend playing D&D before dropping it for something else, and made their core book release cycle match that. They don't care if they turn off a few die-hards when the majority will have dropped the game, and might be enticed back with a new edition/revision/go-faster stripes. It's exactly the same business model Games Workshop goes for; they don't care that they're pissing off some die-hards because the majority of the market will have moved on by that time, and the die-hards who stay will have to buy or leave. You'll understand this cycle if you've bought into a GW game at any stage. Happily, the difference is that two GW players need to play by the same rules, but D&D groups only need to be internally consistent. Therefore, you can a play a white box D&D/XXV Century hybrid for years with the rest of your group, in the comfort of your own home, and be completely unaffected by brand management shenanigans. [/QUOTE]
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[3.5] WotC motivation revealed!
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