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*Dungeons & Dragons
Hasbro CEO Chris Cox, "I would say that the underlying thesis of our D&D business is all about digital,”
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<blockquote data-quote="Gammadoodler" data-source="post: 9095876" data-attributes="member: 6914290"><p>Not sure how we want to assign credit now. But I think it's fair to say that CR did 2 important things that the hobby benefits from to this day.</p><p></p><p>1. It showed how fun the game can be.</p><p>2. It broke a lot of the social stigma around playing D&D, that existed even within "nerd" communities.</p><p></p><p>At least that's how it was for me. I was a nerdy teenager and frequently had passing interest in playing the game, but picking up a rulebook never really conveyed the actual game experience. And the people I knew who played seemed to me, at the time, militantly uncool.</p><p></p><p>As with a lot of teenage judgements, it wasn't very fair and it didn't receive much in the way of internal review. So it persisted into adulthood. Then one day an episode of Tabletop (because board games were cool enough..of course) rolls into one of the early CR episodes and I hear anime people (anime also cool enough..of course) playing D&D. It was clear that they were having fun, and they mostly didn't present as being on the social ultra-fringe.</p><p></p><p>The fun they were having is what hooked me into wanting to play, and the broken social stigma made me feel like it was going to be possible to find people I would enjoy playing with. Playing the game with folks since has also led me to reconsider some 1990's teenage biases..and they haven't held up well.. but I'm not sure I would have ever played if CR hadn't come around. Perhaps that's just true for me though.</p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 9095876, member: 6914290"] Not sure how we want to assign credit now. But I think it's fair to say that CR did 2 important things that the hobby benefits from to this day. 1. It showed how fun the game can be. 2. It broke a lot of the social stigma around playing D&D, that existed even within "nerd" communities. At least that's how it was for me. I was a nerdy teenager and frequently had passing interest in playing the game, but picking up a rulebook never really conveyed the actual game experience. And the people I knew who played seemed to me, at the time, militantly uncool. As with a lot of teenage judgements, it wasn't very fair and it didn't receive much in the way of internal review. So it persisted into adulthood. Then one day an episode of Tabletop (because board games were cool enough..of course) rolls into one of the early CR episodes and I hear anime people (anime also cool enough..of course) playing D&D. It was clear that they were having fun, and they mostly didn't present as being on the social ultra-fringe. The fun they were having is what hooked me into wanting to play, and the broken social stigma made me feel like it was going to be possible to find people I would enjoy playing with. Playing the game with folks since has also led me to reconsider some 1990's teenage biases..and they haven't held up well.. but I'm not sure I would have ever played if CR hadn't come around. Perhaps that's just true for me though. [/QUOTE]
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Hasbro CEO Chris Cox, "I would say that the underlying thesis of our D&D business is all about digital,”
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