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Choices to be made...things to ponder.
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<blockquote data-quote="Lugh" data-source="post: 682682" data-attributes="member: 9404"><p>[disclaimer] I am not a professional in the gaming industry. I know nothing of marketing. I am a long time gamer, part-time freelancer/playtester, and I have seen a lot of games come and go. [/disclaimer]</p><p></p><p>OK, a couple of questions first off. Why do you want to go d20? It seems like your primary reason is to tap into the large market. This is certainly not a bad reason. But, I'm not sure it's a good idea for your product. First, you are touting your designer as someone who made his name in the Storytelling system, not d20. Second, I think your game would appeal more with a unique system (since most of the flavor, at first glance, could be duplicated with d20 Modern with minor conversions). You can tap into a counter-culture that way, of people who prefer to swim against the herd (this makes up a surprisingly large segment of the gaming community). Third, your promo bit there talks about some fairly unique rule sets that d20 can't support/has trouble supporting (e.g., "gamemasterless play," LARPs).</p><p></p><p>My suggestion would be to look closely at the product. Why did you buy it? What do you like about it? Is it a good, strong system? Or does most of the fun come from the setting? Figure out what the pros and cons of your current product are. Then, figure out how pros will be kept and how many cons eliminated by going to a different system.</p><p></p><p>Then, ask some players. Finding people who still play might be tricky, but some serious searching on the 'net will likely turn up a few. Tell them that you are looking to revitalize the game, and they will likely fall all over themselves giving you suggestions. Listen carefully to what they say, but realize that players inevitably want the sun, the moon, AND the stars, and all for less than $20. The key things you want to listen for are gripes and house rules. If you have a lot of house rules out there, you likely have a flawed (or at least incomplete) system (not necessarily, but likely).</p><p></p><p>Finally, look at who you currently have on board. Keep in mind that finding a good, talented d20 designer is tough these days. Most of them have been snapped up by one company or another. However, finding a talented guy to work on a proprietary system shouldn't be as hard. Just tap into that fan base you found in the last step.</p><p></p><p>Doing that should give you an idea of whether or not the conversion will hurt your product, and/or gain you market share. I'm suspecting that you will find that you don't want to convert, but then I haven't actually looked at your product. If you'll notice, though, White Wolf's World of Darkness hasn't converted. Palladium hasn't converted. Steve Jackson hasn't converted. Just because d20 has a strong market today doesn't mean that's what you have to go with to have a strong market.</p><p></p><p>And remember. There's nothing that says that you can't issue on open license on your system, too....</p></blockquote><p></p>
[QUOTE="Lugh, post: 682682, member: 9404"] [disclaimer] I am not a professional in the gaming industry. I know nothing of marketing. I am a long time gamer, part-time freelancer/playtester, and I have seen a lot of games come and go. [/disclaimer] OK, a couple of questions first off. Why do you want to go d20? It seems like your primary reason is to tap into the large market. This is certainly not a bad reason. But, I'm not sure it's a good idea for your product. First, you are touting your designer as someone who made his name in the Storytelling system, not d20. Second, I think your game would appeal more with a unique system (since most of the flavor, at first glance, could be duplicated with d20 Modern with minor conversions). You can tap into a counter-culture that way, of people who prefer to swim against the herd (this makes up a surprisingly large segment of the gaming community). Third, your promo bit there talks about some fairly unique rule sets that d20 can't support/has trouble supporting (e.g., "gamemasterless play," LARPs). My suggestion would be to look closely at the product. Why did you buy it? What do you like about it? Is it a good, strong system? Or does most of the fun come from the setting? Figure out what the pros and cons of your current product are. Then, figure out how pros will be kept and how many cons eliminated by going to a different system. Then, ask some players. Finding people who still play might be tricky, but some serious searching on the 'net will likely turn up a few. Tell them that you are looking to revitalize the game, and they will likely fall all over themselves giving you suggestions. Listen carefully to what they say, but realize that players inevitably want the sun, the moon, AND the stars, and all for less than $20. The key things you want to listen for are gripes and house rules. If you have a lot of house rules out there, you likely have a flawed (or at least incomplete) system (not necessarily, but likely). Finally, look at who you currently have on board. Keep in mind that finding a good, talented d20 designer is tough these days. Most of them have been snapped up by one company or another. However, finding a talented guy to work on a proprietary system shouldn't be as hard. Just tap into that fan base you found in the last step. Doing that should give you an idea of whether or not the conversion will hurt your product, and/or gain you market share. I'm suspecting that you will find that you don't want to convert, but then I haven't actually looked at your product. If you'll notice, though, White Wolf's World of Darkness hasn't converted. Palladium hasn't converted. Steve Jackson hasn't converted. Just because d20 has a strong market today doesn't mean that's what you have to go with to have a strong market. And remember. There's nothing that says that you can't issue on open license on your system, too.... [/QUOTE]
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