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<blockquote data-quote="ichabod" data-source="post: 395770" data-attributes="member: 1257"><p>I would never make a marketing plan to push D&D into the mainstream.</p><p></p><p>D&D is a niche game. That is, only a limited portion of the population are potential players. It is not the sort of entertainment that most people in our society are interested in. That could change in the future, and advertising could help nudge that change along. But changing society is a philanthropy project, not a business plan.</p><p></p><p>What I would do is saturate the niche. Make sure as many potential players become actual players as possible. Fill that market, sustain that market, and keep that market happy. Be very careful about pushing the brand into other markets. Mess ups there can be expensive, and successes probably won't have a lot of return.</p><p></p><p>I would never do D&D Lite.</p><p></p><p>D&D Lite will split the limited market in two. I'd be making twice as many products and (if I'm lucky) selling half as many of each. So I'd be spending more money to make the same amount of money, which is generally not a good business plan. And it will probably be less. My Lite players won't want to play with my full players, which means less potential game groups, which shrinks my market. Spend more money to make less money?</p><p></p><p>Once I manage to split my market, they would start to hate each other. The Lite players would see the Normal players as elitist gear heads who are too busy get their jollies with obscure math functions to understand how to lighten up and have fun. The Normal players would see the Lite players as a bunch of less than intelligent wannabes who could never understand the complexities involved with a real game. The only time you want your market divided and hating each other is when you are selling guns.</p><p></p><p>At least, that's my opinion.</p></blockquote><p></p>
[QUOTE="ichabod, post: 395770, member: 1257"] I would never make a marketing plan to push D&D into the mainstream. D&D is a niche game. That is, only a limited portion of the population are potential players. It is not the sort of entertainment that most people in our society are interested in. That could change in the future, and advertising could help nudge that change along. But changing society is a philanthropy project, not a business plan. What I would do is saturate the niche. Make sure as many potential players become actual players as possible. Fill that market, sustain that market, and keep that market happy. Be very careful about pushing the brand into other markets. Mess ups there can be expensive, and successes probably won't have a lot of return. I would never do D&D Lite. D&D Lite will split the limited market in two. I'd be making twice as many products and (if I'm lucky) selling half as many of each. So I'd be spending more money to make the same amount of money, which is generally not a good business plan. And it will probably be less. My Lite players won't want to play with my full players, which means less potential game groups, which shrinks my market. Spend more money to make less money? Once I manage to split my market, they would start to hate each other. The Lite players would see the Normal players as elitist gear heads who are too busy get their jollies with obscure math functions to understand how to lighten up and have fun. The Normal players would see the Lite players as a bunch of less than intelligent wannabes who could never understand the complexities involved with a real game. The only time you want your market divided and hating each other is when you are selling guns. At least, that's my opinion. [/QUOTE]
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