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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Mallus" data-source="post: 5451409" data-attributes="member: 3887"><p>By producing products the higher-spending segment of the market wanted to buy. </p><p></p><p>Personally I don't have any use for Paizo products. My group uses homebrew settings exclusively, and our DM's custom-create adventures, mostly in response to PC actions, pretty much the opposite of a published adventure path series. However, I can see the allure of their products, because adventures and their attendant setting details are much more like fiction than the (mostly) mechanics-focused 4e books. Paizo's offerings have an additional utility as inspiration and pure reading material that WotC's don't. </p><p></p><p></p><p>I agree with this. But, as you say, they made their reputation selling adventures, and their crunch supports their adventure line, not vice-versa. And this proved to be a smart choice. </p><p></p><p></p><p>It may be fodder for another thread, but let's touch on it here. I don't think it's very presumptuous at all. There is a segment of gaming market that's completist. You'll find plenty of people around here who happily admit to being a part of it. </p><p></p><p>But more importantly, how many adventure paths does your average, aging, time-pressed D&D group have time to actually play out? Given the volume of material Paizo publishes, it's hardly a stretch to suggest that a portion, if not a significant portion, is, at best, being read and not played. And the same is true for WotC's books full of additional PC mechanics.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5451409, member: 3887"] By producing products the higher-spending segment of the market wanted to buy. Personally I don't have any use for Paizo products. My group uses homebrew settings exclusively, and our DM's custom-create adventures, mostly in response to PC actions, pretty much the opposite of a published adventure path series. However, I can see the allure of their products, because adventures and their attendant setting details are much more like fiction than the (mostly) mechanics-focused 4e books. Paizo's offerings have an additional utility as inspiration and pure reading material that WotC's don't. I agree with this. But, as you say, they made their reputation selling adventures, and their crunch supports their adventure line, not vice-versa. And this proved to be a smart choice. It may be fodder for another thread, but let's touch on it here. I don't think it's very presumptuous at all. There is a segment of gaming market that's completist. You'll find plenty of people around here who happily admit to being a part of it. But more importantly, how many adventure paths does your average, aging, time-pressed D&D group have time to actually play out? Given the volume of material Paizo publishes, it's hardly a stretch to suggest that a portion, if not a significant portion, is, at best, being read and not played. And the same is true for WotC's books full of additional PC mechanics. [/QUOTE]
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A reason why 4E is not as popular as it could have been
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