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Are Gognards killing D&D?
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<blockquote data-quote="Dragonhelm" data-source="post: 3925388" data-attributes="member: 3867"><p>I'm 35. Better apply for that AARP card. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>One of my big rants in life is that so many things are geared towards the younger generations (i.e. movies, music, etc.). What about the other generations? They have disposable income too. </p><p></p><p> </p><p></p><p>I agree that the hobby needs to attract younger gamers. At the same time, you don't want to alienate your existing fan base. </p><p></p><p>AEG switched their L5R rules to the d20 system in order to attract new players, of which I was one. As it turned out, d20 didn't bring in all that many new players. They already had their customer base, which were happy enough with the old d10 rules. Many of which were somewhat alienated by the d20 rules. So they recently released the 3rd edition L5R rules to get back to basics.</p><p></p><p>I know, that's not quite the same thing, but that's an example. I think that D&D needs to do two things. First, it needs to hold on to certain traditional elements to be familiar enough to veteran players. The d20 rules were a massive change from 2e, yet many of the basic elements of the game remained familiar. 4th edition promises to have some big changes as well. Question is whether or not it will have an air of familiarity.</p><p></p><p>That being said, D&D needs to also be innovative. As they industry leader, they set the standard and tone for the other RPG companies. New players should be attracted to expand on the customer base and to insure there are customers in 20 years. As an industry, we find competition in MMOs, so attracting that customer base is harder than ever.</p><p></p><p>Finding that happy medium where you keep your veteran players happy and attract new gamers is a tough balancing act. So yes, I see where the veterans are essential, as well as the new blood.</p></blockquote><p></p>
[QUOTE="Dragonhelm, post: 3925388, member: 3867"] I'm 35. Better apply for that AARP card. ;) One of my big rants in life is that so many things are geared towards the younger generations (i.e. movies, music, etc.). What about the other generations? They have disposable income too. I agree that the hobby needs to attract younger gamers. At the same time, you don't want to alienate your existing fan base. AEG switched their L5R rules to the d20 system in order to attract new players, of which I was one. As it turned out, d20 didn't bring in all that many new players. They already had their customer base, which were happy enough with the old d10 rules. Many of which were somewhat alienated by the d20 rules. So they recently released the 3rd edition L5R rules to get back to basics. I know, that's not quite the same thing, but that's an example. I think that D&D needs to do two things. First, it needs to hold on to certain traditional elements to be familiar enough to veteran players. The d20 rules were a massive change from 2e, yet many of the basic elements of the game remained familiar. 4th edition promises to have some big changes as well. Question is whether or not it will have an air of familiarity. That being said, D&D needs to also be innovative. As they industry leader, they set the standard and tone for the other RPG companies. New players should be attracted to expand on the customer base and to insure there are customers in 20 years. As an industry, we find competition in MMOs, so attracting that customer base is harder than ever. Finding that happy medium where you keep your veteran players happy and attract new gamers is a tough balancing act. So yes, I see where the veterans are essential, as well as the new blood. [/QUOTE]
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