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Have the third-party d20 publishers failed?
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<blockquote data-quote="Aristotle" data-source="post: 1728852" data-attributes="member: 5885"><p>I think you have a marketing strategy that you've thought about and really feel is viable. Unfortunately the sales statistics don't agree with you. Adventures simply don't sell as well as other products. Considering that its a GM exclusive product (or at least perceived that way), and that at least a quarter (probably a good bit more) of the GM's I know prefer to write their own adventures... I can see why they don't sell so well.</p><p></p><p>I also think your point of kids wanting adventures so they know how to run the game misses a big point. Most kids (I won't falsify a statistic but this holds true for every role player I know) do not simply buy a game on a whim. They are introduced to it via a family member or friends. By the time they feel competent enough to run games on their own they already know what they are doing. I don't know a single person who entered the game without someone mentoring them. You are going to say that with the adventures they wouldn't need the mentoring, but my point is that without the mentoring they wouldn't know about the game anyway.</p><p></p><p></p><p></p><p>This used to be true, but not any more. A lot of D&D fans don't want to hear it, but role players do enter the hobby through other games. I would have to say that White Wolf has brought almost as much new blood (if not just as much) as D&D in the past decade. I know I've only managed to introduce 5 people to D&D, but back when I was running White Wolf I brought more than 20 people into the game. Many of them continued on into other systems.</p><p></p><p></p><p>I've got to wonder if you appreciate how small the profit margins are in this hobby. Very few gaming companies have the financial stability needed to put out products they already know will sell poorly. Many of 3rd party d20 publishers are small companies. Many rely on the sales of one book to pay for the production of the next. One bad product can put a publisher in a bad place. A couple in a row can put that publisher under. They don't have marketing budgets. They have to keep the costs of doing business down. For the cost of publishing an adventure (with artwork and printing costs, and the knolwedge that it most likely won't sell well) the company could place an ad in a popular magazine and reach far more potential players.</p></blockquote><p></p>
[QUOTE="Aristotle, post: 1728852, member: 5885"] I think you have a marketing strategy that you've thought about and really feel is viable. Unfortunately the sales statistics don't agree with you. Adventures simply don't sell as well as other products. Considering that its a GM exclusive product (or at least perceived that way), and that at least a quarter (probably a good bit more) of the GM's I know prefer to write their own adventures... I can see why they don't sell so well. I also think your point of kids wanting adventures so they know how to run the game misses a big point. Most kids (I won't falsify a statistic but this holds true for every role player I know) do not simply buy a game on a whim. They are introduced to it via a family member or friends. By the time they feel competent enough to run games on their own they already know what they are doing. I don't know a single person who entered the game without someone mentoring them. You are going to say that with the adventures they wouldn't need the mentoring, but my point is that without the mentoring they wouldn't know about the game anyway. This used to be true, but not any more. A lot of D&D fans don't want to hear it, but role players do enter the hobby through other games. I would have to say that White Wolf has brought almost as much new blood (if not just as much) as D&D in the past decade. I know I've only managed to introduce 5 people to D&D, but back when I was running White Wolf I brought more than 20 people into the game. Many of them continued on into other systems. I've got to wonder if you appreciate how small the profit margins are in this hobby. Very few gaming companies have the financial stability needed to put out products they already know will sell poorly. Many of 3rd party d20 publishers are small companies. Many rely on the sales of one book to pay for the production of the next. One bad product can put a publisher in a bad place. A couple in a row can put that publisher under. They don't have marketing budgets. They have to keep the costs of doing business down. For the cost of publishing an adventure (with artwork and printing costs, and the knolwedge that it most likely won't sell well) the company could place an ad in a popular magazine and reach far more potential players. [/QUOTE]
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