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better gaming through chemistry
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 2701902" data-attributes="member: 32740"><p>Why would it be a hard sell? DM's are both good and bad. People write tons of advice for them. Some good advice, some bad advice. Players are both good and bad. NOBODY writes advice for them (well, almost nobody). There is nothing on which you can base an assumption that player advice will be a hard sell because it's open territory. The only thing you could reasonably refer to is how well DM advice sells - which it does. Do you have some other explanation for why DM's are interested and willing to buy and read advice to better themselves and their game, but players won't be?</p><p></p><p>Players are a vastly larger potential pool of purchasers than DM's, although as I understand it DM's do most of the purchasing of RPG products because naturally they make use of more of the products. If you interest even a small percentage of players in buying an advice book it seems to me you've got a winner. I mean who wouldn't buy a PDF titled, "<strong>World's Best Player</strong>: How to make the most fun and memorable character your gaming group has ever seen WITHOUT min/maxing or even exceeding Core Rules!"</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 2701902, member: 32740"] Why would it be a hard sell? DM's are both good and bad. People write tons of advice for them. Some good advice, some bad advice. Players are both good and bad. NOBODY writes advice for them (well, almost nobody). There is nothing on which you can base an assumption that player advice will be a hard sell because it's open territory. The only thing you could reasonably refer to is how well DM advice sells - which it does. Do you have some other explanation for why DM's are interested and willing to buy and read advice to better themselves and their game, but players won't be? Players are a vastly larger potential pool of purchasers than DM's, although as I understand it DM's do most of the purchasing of RPG products because naturally they make use of more of the products. If you interest even a small percentage of players in buying an advice book it seems to me you've got a winner. I mean who wouldn't buy a PDF titled, "[B]World's Best Player[/B]: How to make the most fun and memorable character your gaming group has ever seen WITHOUT min/maxing or even exceeding Core Rules!" [/QUOTE]
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