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All the Deets on Project Sigil the D&D 3D Virtual Tabletop
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<blockquote data-quote="Clint_L" data-source="post: 9450267" data-attributes="member: 7035894"><p>I very much do understand how they work. I am looking for concrete examples of how most of those strategies will apply to D&D, which is not a video game. It's not like Fortnite, for example, which you can play by yourself, all the time, wherever you feel like it. So instead of telling us to read between the lines, give us some concrete examples. When I am told to "read between the lines," I just assume the person telling me to do so can't give me an actual example. If it's so obvious, it should be easy to explain, no?</p><p></p><p>It's not a game where you can purchase advantages, because...it's not a video game. It's still D&D, being run by an actual human dungeon master and played with other humans. The more apt analogy is physical miniatures and terrain, which have existed for ages. Some players do purchase special miniatures for their characters, and I think more might do so if it is easily available via a VTT. I'm sure there will be an option to make really cool looking digital miniatures, for a price. But I doubt there's a ton of money in that. Most of the VTT money will probably come off DMs (as usual, sigh) collecting digital miniatures and terrain. It sounds like that will be done through purchasing adventure modules.</p><p></p><p>Hasbro has spoken of trying to increase the monetization of the D&D brand, but they certainly don't expect to get there off the VTT alone. They are looking at the entertainment and video game industries as the primary revenue generators, not to mention many other forms of merchandizing.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9450267, member: 7035894"] I very much do understand how they work. I am looking for concrete examples of how most of those strategies will apply to D&D, which is not a video game. It's not like Fortnite, for example, which you can play by yourself, all the time, wherever you feel like it. So instead of telling us to read between the lines, give us some concrete examples. When I am told to "read between the lines," I just assume the person telling me to do so can't give me an actual example. If it's so obvious, it should be easy to explain, no? It's not a game where you can purchase advantages, because...it's not a video game. It's still D&D, being run by an actual human dungeon master and played with other humans. The more apt analogy is physical miniatures and terrain, which have existed for ages. Some players do purchase special miniatures for their characters, and I think more might do so if it is easily available via a VTT. I'm sure there will be an option to make really cool looking digital miniatures, for a price. But I doubt there's a ton of money in that. Most of the VTT money will probably come off DMs (as usual, sigh) collecting digital miniatures and terrain. It sounds like that will be done through purchasing adventure modules. Hasbro has spoken of trying to increase the monetization of the D&D brand, but they certainly don't expect to get there off the VTT alone. They are looking at the entertainment and video game industries as the primary revenue generators, not to mention many other forms of merchandizing. [/QUOTE]
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All the Deets on Project Sigil the D&D 3D Virtual Tabletop
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