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*TTRPGs General
Editions in RPGs - and why we should embrace change
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<blockquote data-quote="Alan Shutko" data-source="post: 5626628" data-attributes="member: 23694"><p>That's basically what I've done, by sticking with earlier editions. I'm concerned that the business model is based on putting out products until you glut the market, then switching the ruleset and doing the same products again with different mechanics. I think the edition wars we've had are a reflection on this business model. Each time the cycle rolls around, you lose some percentage of your players. At the same time you hope to gain enough new players to make up the revenue. In other words, churn is inherent in the business model.</p><p></p><p>Chaosium isn't dependent on this business model, but at the same time they aren't as big as WotC, so they don't have the same need to keep putting out product that ends up saturating the market. </p><p></p><p>Maybe Wizards of the Coast is too large in too small a market to have a business model that I would like.</p></blockquote><p></p>
[QUOTE="Alan Shutko, post: 5626628, member: 23694"] That's basically what I've done, by sticking with earlier editions. I'm concerned that the business model is based on putting out products until you glut the market, then switching the ruleset and doing the same products again with different mechanics. I think the edition wars we've had are a reflection on this business model. Each time the cycle rolls around, you lose some percentage of your players. At the same time you hope to gain enough new players to make up the revenue. In other words, churn is inherent in the business model. Chaosium isn't dependent on this business model, but at the same time they aren't as big as WotC, so they don't have the same need to keep putting out product that ends up saturating the market. Maybe Wizards of the Coast is too large in too small a market to have a business model that I would like. [/QUOTE]
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Editions in RPGs - and why we should embrace change
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