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Alphastream - Why No RPG Company Truly Competes with Wizards of the Coast
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<blockquote data-quote="Staffan" data-source="post: 8473767" data-attributes="member: 907"><p>Counterpoint: one person watching and becoming enamored by Critical Role and setting up behind the DM screen with five of their friends means you turn one CR watcher into six players.</p><p></p><p>Also, Critical Role started in 2015, and became a phenomenon really fast. In 2015, D&D wasn't anywhere near as big as it is now (and neither was Critical Role). But it's pretty clear that Critical Role played a big part in the first stage of the rocket that D&D turned into. Should they shut it down now I don't think it would matter much, but CR definitely helped D&D go big.</p><p></p><p>In the words of Ryan Dancey (who used to be one of the bosses of D&D in the early 00s): network externalities. Basically, D&D is big to the point where for many people it's synonymous with RPGs, so if you're looking for players you're likely to find some. That turns into a big positive feedback loop. If you're looking for GURPS players, you're going to have to look far and wide – in my experience, it's uncommon for a group to start off with a non-D&D game. It's more likely that an established group will go "Eh, this RPG thing is fun but I'm getting a bit tired of D&D. What else is out there?". And of course, it's quite likely that those groups will wander off in different directions. Some will try Call of Cthulhu for a real change of pace. Some want a game that's sort of the same but crunchier and go for Pathfinder. Others like the sci-fi/space thing and try out Star Wars or Starfinder. So basically, the small portion of the gaming market that isn't D&D gets split up dozens or hundreds of different ways.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8473767, member: 907"] Counterpoint: one person watching and becoming enamored by Critical Role and setting up behind the DM screen with five of their friends means you turn one CR watcher into six players. Also, Critical Role started in 2015, and became a phenomenon really fast. In 2015, D&D wasn't anywhere near as big as it is now (and neither was Critical Role). But it's pretty clear that Critical Role played a big part in the first stage of the rocket that D&D turned into. Should they shut it down now I don't think it would matter much, but CR definitely helped D&D go big. In the words of Ryan Dancey (who used to be one of the bosses of D&D in the early 00s): network externalities. Basically, D&D is big to the point where for many people it's synonymous with RPGs, so if you're looking for players you're likely to find some. That turns into a big positive feedback loop. If you're looking for GURPS players, you're going to have to look far and wide – in my experience, it's uncommon for a group to start off with a non-D&D game. It's more likely that an established group will go "Eh, this RPG thing is fun but I'm getting a bit tired of D&D. What else is out there?". And of course, it's quite likely that those groups will wander off in different directions. Some will try Call of Cthulhu for a real change of pace. Some want a game that's sort of the same but crunchier and go for Pathfinder. Others like the sci-fi/space thing and try out Star Wars or Starfinder. So basically, the small portion of the gaming market that isn't D&D gets split up dozens or hundreds of different ways. [/QUOTE]
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Alphastream - Why No RPG Company Truly Competes with Wizards of the Coast
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