Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Adventures don't Sell? Do you agree? Redman Article
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Coreyartus" data-source="post: 1119974" data-attributes="member: 5399"><p><strong>An Analogy</strong></p><p></p><p>It's obvious the consumer base for adventures is fragmented--the advent of d20 and 3E is still promulgating a renaissance in RPGs, with players exploring different aspects of rules and how they can be applied in various situations, settings, and campaigns. To create an analogy, imagine we (those interested in this hobby/industry--hereafter known as "chunks") are still expanding outward after the "big bang" explosion, and while our momentum is slowing down, every player/publisher/designer/writer/consumer is travelling in their own direction. </p><p></p><p>Products cannot appeal to all the chunks anymore because we aren't in the "same place". Our interests and tastes have segmented us from one another; we're travelling away from the center in our own directions. We travel in groups of interest, and certain products will appeal to those certain chunks whose paths are nearby the path of a publisher chunk. Sometimes products are created that can attract other consumers/chunks from other paths, but by-and-large, most products will no longer have the appeal they once had--it's inevitable. It's going to be rare that products can even be exposed to the vast array of players/chunks swept up in the wake of the explosion.</p><p></p><p>Products like the old mods had a smaller radius of players to appeal to. It will never be the same. </p><p></p><p>The question is, are we going to continue to define success by old nubmers? Are we going to continue to say "adventures don't sell," when in actuality they are, given the nature of the market? Pyramid schemes work the same way--as long as you're at the top, you're a success, but as more people get involved the likelihood of everyone new experiencing the same level of success must decrease. The definition of success and what is considered a good "profit margin" changes over time. </p><p></p><p>As long as we accept that adventures are only going to generate so much profit, and plan for that, we create our own definition of success. "Adventures don't sell" only for those who expect a wider profit margin than it's possible to have, or for those who have determined that the effort/money isn't worth it. Creating adventures isn't simply a profit/loss tool to make money anymore, it's about creating something worth purchasing that appeals to a niche field of interest, and a lot of businesses simply don't have room for that.</p><p></p><p>Just my two cents!</p><p></p><p>Coreyartus</p></blockquote><p></p>
[QUOTE="Coreyartus, post: 1119974, member: 5399"] [b]An Analogy[/b] It's obvious the consumer base for adventures is fragmented--the advent of d20 and 3E is still promulgating a renaissance in RPGs, with players exploring different aspects of rules and how they can be applied in various situations, settings, and campaigns. To create an analogy, imagine we (those interested in this hobby/industry--hereafter known as "chunks") are still expanding outward after the "big bang" explosion, and while our momentum is slowing down, every player/publisher/designer/writer/consumer is travelling in their own direction. Products cannot appeal to all the chunks anymore because we aren't in the "same place". Our interests and tastes have segmented us from one another; we're travelling away from the center in our own directions. We travel in groups of interest, and certain products will appeal to those certain chunks whose paths are nearby the path of a publisher chunk. Sometimes products are created that can attract other consumers/chunks from other paths, but by-and-large, most products will no longer have the appeal they once had--it's inevitable. It's going to be rare that products can even be exposed to the vast array of players/chunks swept up in the wake of the explosion. Products like the old mods had a smaller radius of players to appeal to. It will never be the same. The question is, are we going to continue to define success by old nubmers? Are we going to continue to say "adventures don't sell," when in actuality they are, given the nature of the market? Pyramid schemes work the same way--as long as you're at the top, you're a success, but as more people get involved the likelihood of everyone new experiencing the same level of success must decrease. The definition of success and what is considered a good "profit margin" changes over time. As long as we accept that adventures are only going to generate so much profit, and plan for that, we create our own definition of success. "Adventures don't sell" only for those who expect a wider profit margin than it's possible to have, or for those who have determined that the effort/money isn't worth it. Creating adventures isn't simply a profit/loss tool to make money anymore, it's about creating something worth purchasing that appeals to a niche field of interest, and a lot of businesses simply don't have room for that. Just my two cents! Coreyartus [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Adventures don't Sell? Do you agree? Redman Article
Top