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D&D is an Adult Game?
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<blockquote data-quote="Raven Crowking" data-source="post: 5078459" data-attributes="member: 18280"><p>Hussar,</p><p></p><p>This is a false dichotomy. An adult game can be marketted to teens. A game for teens can be marketted to adults. A game can be intended for both teens and adults.</p><p></p><p>Certainly, the textual complexity of AD&D 1e was not intended for young readers, and one hopes that both succubus illustrations (DMG & MM) as well as the "Random Prostitute" tables (DMG) and gambling (DMG) were not intended to hook teens (although, as a teen, I truly enjoyed the MM picture!). Certainly, in the DMG, Gygax wrote as though to someone with both an eclectic vocabulary and a reasonable historical background, who was ready to put real work into building a campaign milieu.</p><p></p><p>Was the article about polearms in UA intended for teens? Were the made up weapons in 3e? (The gnome pick that skewers your forearm when you use it, for example?) I think that these things are marketted to a very different crowd! </p><p></p><p>The density of 2e's options were such that, I believe, the designers knew that they were selling to adults as well as to teens. And some of the choices made with 2e were a direct result of backlash from teenage involvement with 1e (changes to demons and devils, for example).</p><p></p><p>Saying that something is for ages 10+ doesn't mean that there is no cutoff market (I mean, a lot of little kids toys say 3+, with the assumption that the consumer will realize that his 15-year-old doesn't want stacking rings for her birthday). In the case of D&D, though, particularly TSR-D&D, I take that 10+ to mean "ages 10 until you drop".</p><p></p><p>I do think that WotC is more market-savvy than TSR was, and has marketted more strongly toward teens due to their disposable income. Heck, it's a smart thing to do. Who knows? If TSR had pushed the teen element more, there might still be a TSR.</p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5078459, member: 18280"] Hussar, This is a false dichotomy. An adult game can be marketted to teens. A game for teens can be marketted to adults. A game can be intended for both teens and adults. Certainly, the textual complexity of AD&D 1e was not intended for young readers, and one hopes that both succubus illustrations (DMG & MM) as well as the "Random Prostitute" tables (DMG) and gambling (DMG) were not intended to hook teens (although, as a teen, I truly enjoyed the MM picture!). Certainly, in the DMG, Gygax wrote as though to someone with both an eclectic vocabulary and a reasonable historical background, who was ready to put real work into building a campaign milieu. Was the article about polearms in UA intended for teens? Were the made up weapons in 3e? (The gnome pick that skewers your forearm when you use it, for example?) I think that these things are marketted to a very different crowd! The density of 2e's options were such that, I believe, the designers knew that they were selling to adults as well as to teens. And some of the choices made with 2e were a direct result of backlash from teenage involvement with 1e (changes to demons and devils, for example). Saying that something is for ages 10+ doesn't mean that there is no cutoff market (I mean, a lot of little kids toys say 3+, with the assumption that the consumer will realize that his 15-year-old doesn't want stacking rings for her birthday). In the case of D&D, though, particularly TSR-D&D, I take that 10+ to mean "ages 10 until you drop". I do think that WotC is more market-savvy than TSR was, and has marketted more strongly toward teens due to their disposable income. Heck, it's a smart thing to do. Who knows? If TSR had pushed the teen element more, there might still be a TSR. RC [/QUOTE]
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