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Broken Base Lookback #5: Or...Wow...I got old too quickly...
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<blockquote data-quote="Rogue Agent" data-source="post: 5727697" data-attributes="member: 6673496"><p>I doubt the Wii caused a significant number of people to "leave the fold". The Wii was extraordinarily successful at bringing new people into the console market. It created a new base.</p><p></p><p></p><p></p><p>Notably (and this really can't be repeated enough) this was not true of most early D&D players.</p><p></p><p>The huge boom in D&D's popularity? It came at a time when D&D was played around a model of variable adventuring parties delving into a dungeon each week. Somebody didn't show up? Guess they didn't go this time. Somebody new wants to try playing? Hop on board.</p><p></p><p>As RPG campaigns moved towards story arcs with tightly managed continuity, however, both of these things were less true: Now missing players were an issue. And letting new players try out the game was more problematic (because if they didn't get hooked, their absence would similarly disrupt continuity).</p><p></p><p>It became harder to schedule sessions; harder to pick-up an RPG and start playing; and harder to invite new players to try the game out. </p><p></p><p>D&D Encounters is one way for getting RPGs back to a place where the commitment doesn't have to be crippling. I think there are other solutions which can also be pursued.</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5727697, member: 6673496"] I doubt the Wii caused a significant number of people to "leave the fold". The Wii was extraordinarily successful at bringing new people into the console market. It created a new base. Notably (and this really can't be repeated enough) this was not true of most early D&D players. The huge boom in D&D's popularity? It came at a time when D&D was played around a model of variable adventuring parties delving into a dungeon each week. Somebody didn't show up? Guess they didn't go this time. Somebody new wants to try playing? Hop on board. As RPG campaigns moved towards story arcs with tightly managed continuity, however, both of these things were less true: Now missing players were an issue. And letting new players try out the game was more problematic (because if they didn't get hooked, their absence would similarly disrupt continuity). It became harder to schedule sessions; harder to pick-up an RPG and start playing; and harder to invite new players to try the game out. D&D Encounters is one way for getting RPGs back to a place where the commitment doesn't have to be crippling. I think there are other solutions which can also be pursued. [/QUOTE]
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Broken Base Lookback #5: Or...Wow...I got old too quickly...
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