diaglo
Adventurer
no. grognards like me were wargamers first.HP Dreadnought said:So, am I a grognard, or not?
still are.
i am a wargamer first.
no. grognards like me were wargamers first.HP Dreadnought said:So, am I a grognard, or not?
Doug McCrae said:Like the guy in this thread who said he hadn't bought a WotC product since 1998? Or the 1e boosters on ENWorld with usernames like 'GBarrelhouse' or 'TrampierFan99'? They don't make money for WotC. They never have.
diaglo said:no. grognards like me were wargamers first.
still are.
i am a wargamer first.
JDJblatherings said:Dear me....am i a Grognard? Helping my older buds get the shade of mud right on their napoleonics, owing a heck of lot miniatures that look liek midgets compared to new miniatures, pushing stacks of card board counters around the room and discovering the shades on those counters that made army A look distinctly different from army B at 3PM tend to really blur together at 2AM, knowing "that guy" who had a game setup in a side room that was played just once or twice a month for 2 years and everyone probably got 10 or 11 turns in total, beign able to see nothing new in the sum of the parts for 3e (it is D&D, meets GRUPS and EARTHDAWN folks) and wondering how they are going to polish other rules to make 4e different...oh crud I could be one...
Raven Crowking said:I understand that Diaglo, for one, has an impressive collection of WotC books. And his "Only True Game" predates 1e.
RC
I hope the standard for when a new edition is due is not "when its needed as much as 3e was needed." Its like saying that you're not allowed to buy a new car until you're running from the wreck screaming and covered in burning gasoline.
Brother MacLaren said:Can somebody please explain to me why this is?
What has D&D done so wrong that it is on perpetual life support? Why it is always threatened with extinction and needing to adapt or die? Why is its staying power seen to be so utterly pathetic compared to rule systems for other games?
Why can't you bring in new gamers to old rules, like chess, Trivial Pursuit, or soccer manage to do?
Hussar said:How does that jive with the immense popularity of Basic/Expert D&D? IIRC, it said for 12 years old on up on the box.
Or, how does that jive with the fact that other than a couple of fad years, 3e has at least as many players as 1e did?
If obscure, wordy writing made for good games, why did it take clear and consise writing to rescue the game from the extinction it was headed toward? Why do no other RPG's emulate obscure writing? What benefit is there to using unclear writing in a rulebook?
That brings us to Open Gaming, and why we're pursuing this initiative inside Wizards and outside to the larger community of game publishers.
Here's the logic in a nutshell. We've got a theory that says that D&D is the most popular roleplaying game because it is the game more people know how to play than any other game. (For those of you interested researching the theory, this concept is called "The Theory of Network Externalities.")
[ Note: This is a very painful concept for a lot of people to embrace, including a lot of our own staff, and including myself for many years. The idea that D&D is somehow "better" than the competition is a powerful and entrenched concept. The idea that D&D can be "beaten" by a game that is "better" than D&D is at the heart of every business plan from every company that goes into marketplace battle with D&D game. If you accept the Theory of Network Externalities, you have to admit that the battle is lost before it begins, because the value doesn't reside in the game itself, but in the network of people who know how to play it.]
If you accept (as I have finally come to do) that the theory is valid, then the logical conclusion is that the larger the number of people who play D&D, the harder it is for competitive games to succeed, and the longer people will stay active gamers, and the more value the network of D&D players will have to Wizards of the Coast.
In fact, we believe that there may be a secondary market force we jokingly call "The Skaff Effect," after our own [game designer] Skaff Elias. Skaff is one of the smartest guys in the company, and after looking at lots of trends and thinking about our business over a long period of time, he enunciated his theory thusly:
"All marketing and sales activity in a hobby gaming genre eventually contributes to the overall success of the market share leader in that genre."
In other words, the more money other companies spend on their games, the more D&D sales are eventually made. Now, there are clearly issues of efficiency -- not every dollar input to the market results in a dollar output in D&D sales; and there is a substantial time lag between input and output; and a certain amount of people are diverted from D&D to other games never to return. However, we believe very strongly that the net effect of the competition in the RPG genre is positive for D&D.
The downside here is that I believe that one of the reasons that the RPG as a category has declined so much from the early 90s relates to the proliferation of systems. Every one of those different game systems creates a "bubble" of market inefficiency; the cumulative effect of all those bubbles has proven to be a massive downsizing of the marketplace. I have to note, highlight, and reiterate: The problem is not competitive >product<, the problem is competitive >systems<. I am very much for competition and for a lot of interesting and cool products.