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<blockquote data-quote="prosfilaes" data-source="post: 5422906" data-attributes="member: 40166"><p>So what do we need to do to get "Topology: an introduction with application to topological groups" into every household? Everyone can appreciate good mathematics, can't they? While we're at it, with a little better marketing, they'll all be listening to mathcore music, too.</p><p></p><p>It may not be as concrete as size 16 shoes, but most everything has a limited market.</p><p></p><p></p><p></p><p>Ha. I created a character over the past few days for D&D 3.5. The final character took 9 books, and I looked at a few more in the process. It took many hours. The only way I can see GURPS 4 needing anywhere near 9 books is if you were making a dungeon fantasy character mage/psionist/martial artist--and even then, the Dungeon Fantasy material is more akin to the guides to making good mages I consulted rather then actual rules material.</p><p></p><p></p><p></p><p>Why? On one hand, I would say that history proves you wrong; the White Wolf games were stunningly successful in their day. On the other, I would say the hugest factor is that D&D managed to hit it big and get a lock on the public consciousness. I don't know what it would take to replicate the events of the early 1980s, for D&D or any game, but personally I'm not blaming TSR for the decay in the market; that's what fads do.</p><p></p><p></p><p></p><p>Show me one smaller RPG that's a success. FUDGE hasn't done horribly, but it hasn't made any of the authors enough to devote time solely to FUDGE. TWERPS was interesting, but didn't seem to get any real audience. Not only that, if you can't sell a huge group of roleplayers on it, you can't afford to sell it to the outer world. Only Hasbro has remotely enough money to try and sell an RPG on TV and other mass-market sources.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 5422906, member: 40166"] So what do we need to do to get "Topology: an introduction with application to topological groups" into every household? Everyone can appreciate good mathematics, can't they? While we're at it, with a little better marketing, they'll all be listening to mathcore music, too. It may not be as concrete as size 16 shoes, but most everything has a limited market. Ha. I created a character over the past few days for D&D 3.5. The final character took 9 books, and I looked at a few more in the process. It took many hours. The only way I can see GURPS 4 needing anywhere near 9 books is if you were making a dungeon fantasy character mage/psionist/martial artist--and even then, the Dungeon Fantasy material is more akin to the guides to making good mages I consulted rather then actual rules material. Why? On one hand, I would say that history proves you wrong; the White Wolf games were stunningly successful in their day. On the other, I would say the hugest factor is that D&D managed to hit it big and get a lock on the public consciousness. I don't know what it would take to replicate the events of the early 1980s, for D&D or any game, but personally I'm not blaming TSR for the decay in the market; that's what fads do. Show me one smaller RPG that's a success. FUDGE hasn't done horribly, but it hasn't made any of the authors enough to devote time solely to FUDGE. TWERPS was interesting, but didn't seem to get any real audience. Not only that, if you can't sell a huge group of roleplayers on it, you can't afford to sell it to the outer world. Only Hasbro has remotely enough money to try and sell an RPG on TV and other mass-market sources. [/QUOTE]
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