Dancey and Tweet on growing the hobby

WizarDru said:
Well, to be pedantic, we don't know exactly what Tweet advocated, merely what Dancey says he advocated. More specifically, according to Dancey, he didn't advocated any genre-specific stuff at all, merely a change in the art style

Ryan has it right. Jonathan's desk was next to mine for the first two years I worked at WotC and he floated this idea on several occasions. The plan was the text would stay exactly the same and only the art would change. I was dubious about the whole idea, though what I thought was moot since it never went anywhere anyway.
 

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I think it could work, as long as the changes were only cosmetic, and it was done in a way that kept multiple versions of the Corebooks from occupying the same shelves at the same time.

As long as there is just 1 PHB out at any given time, with only cosmetic changes, I think they're safe from paralyzing potential buyers.
 

Cosmetic changes might work to boost sales, but I am uncertain about it. It might be better to have different styles in the same book, just to demonstrate that the rules can fit many different playing styles. Also, as arms, armor and clothing often differ between different styles, illustrations in the core rules can easily differ. (There is no reason why armor from Nyrond and Ekbir in the World of Greyhawk setting and armor from Cormyr and Mulhorand in the Forgotten Realms setting need to look alike.)
 

Mythmere said:
I'd say the optimal strategy is the boxed set of basic rules. A few monsters, easier combat, only a few feats and skills. Enough to make a character creatable in a half hour or less (for a novice, I mean), and enough to let a kid learn the rules FAST so that he can start playing. Then you rely on the broader options to bring the new player into the core-book level of the game; new powers for my character? Rock on! New monsters to throw at the players? Rock on!

Unfortunately, WOTC has tried a similar marketing scheme with Magic: the Gathering, and to my knowledge it failed miserably. I've taught more than 50 people to play Magic, and everyone I've ever known to play the game played because a friend taught them how to play. I've only known one person who bought the "Starter Pack" that came with pre-made decks, a CD-ROM for rules/turn demonstration, etc.: that was my sister, and I'm still correcting her on rules. I think that the barrier to play can only be overcome by education/demonstration, or by extremely intelligent individuals--which the populace is not.

Carry that over to D&D where the rules are FAR more complex, fullfilling the need for quality players (especilly the DM) is more difficult, and you'll have people who'll buy the box set then after an hour throw it in a closet and say for the rest of their lives that, "Yeah, I tried DnD. It was so stupid. All this talk about rolling a D-20 and adding a modifier because of this or that. It was pointless. I know a couple of guys who play, but I think they're just wasting their time. I mean, if I want fantasy, Everquest is AWESOME! But really, I think I'll just stick with Halo. At leas it makes sense."

I, too, was first attracted to roleplaying through CYOA books. That and the fact that I was absolutely forbidden to touch them by my parents made it something that I knew I would eventually play.

As far as too many products keeping people from buying everything, I know this to be true. I haven't bought anything besides the Core Rules, the Forgotten realms Campaign setting, and Faiths and Pantheons. When I go to my local gaming store, I'm inundated with choices, and I never know if a book is going to be worth the 40 bucks I'm about to drop on it. Changing the Art every year is a disaestrous idea, regardless of wheter or not the text was changed. Ted Kaczynski argued that the multitude of choices of a modern society caused people to withdraw inside themselves and not want to venture out for fear of making the wrong choice. The same is VERY true here. I don't want to waste 10% of my weekly income on a crap book. If I do, I'll probably not purchase anything for a long time. The market is already glutted. The only advantage I see to this is a price decline. The demand has withdrawn and the supply is overstocked. (Gods, I love capitalism!)

Just my two denars,

Sparxmith
 

Pramas said:
Ryan has it right....The plan was the text would stay exactly the same and only the art would change.

Well, that answers that. :)

sparxsmith said:
I, too, was first attracted to roleplaying through CYOA books. That and the fact that I was absolutely forbidden to touch them by my parents made it something that I knew I would eventually play.

I wonder if THIS is the path to follow? I know it's been tried (the multi-choice DVD), but as an attractive book series I wonder what would come of it?
 


Quote: His idea was to make an annual "theme" for D&D. The obvious example is "anime". The "Anime D&D" books would use all new Anime art, Anime iconic characters, etc.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!
 

Jody Butt said:
NOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!

Why do some people hate anime style art work so much? Sure some people see anime as being Pókemon or Yu-Gi-Oh, but I envision Lodoss War and Berserk-two very D&D inspired shows-when I think of anime. Besides, IMHO, anime art would be far better than the current fetish&bondage-esque dungeon punk art that pervades the much of the current D&D product line.
 

shadow said:
Why do some people hate anime style art work so much?

Here's a better one for you. Why do people hate anything that isn't exactly what they want so much? This was just an idea they kicked around, they never even did it. Don't like anime, gothic, or wild west style art? So what. Don't buy it. I don't like Forgotten Realms, but I don't go running around screaming about it. This is getting people almost as wound up as the various misconceptions about Ebberon.
 

shadow said:
Sure some people see anime as being Pókemon or Yu-Gi-Oh, but I envision Lodoss War and Berserk-two very D&D inspired shows-when I think of anime.


Both still quite inferior to the work of Kelly Freas and Laura Brodin-Freas.
 

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