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How big's the RPG market?
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<blockquote data-quote="Paul3" data-source="post: 7719311" data-attributes="member: 6798172"><p>As someone who has done just that, with 12 year olds no less, I couldn't disagree more. It is this accessibility (relative to PF or 4e) that has brought many back to the game. There is more depth if you want to get into it, but you can grab the basic rules with a rudimentary understanding of RPGs, and be off to the races. </p><p></p><p>The relatively small numbers are simply the nature of RPGs in general. There isn't a whole lot that RPG publishers can do to change what they are. The product model is always going to have constraints in that one person can purchase the rules and that might be it for purchases. How many groups have players that invest practically nothing financially in the game? How many hours can players play a game without purchasing anything? It is just the nature of the beast. </p><p></p><p>Collectible games more or less require constant purchases. They aren't marketing any better. It is just the nature of the game. Compared to board games, RPGs are in an interesting position in that I can sit down and play a game of Dominion in 45 minutes, which works for many lifestyles. RPGs, by their nature, require what....3-4 hour sessions, which is great for those that are into them, but bad for pulling in the casual player. In other words, what makes them awesome fun is also what limits their audience. You are simply appealing to a smaller group of potential customers, but with arguably a much greater intensity. </p><p></p><p>We just need to accept the limitations of the medium. It isn't because RPG developers are dropping the ball.</p></blockquote><p></p>
[QUOTE="Paul3, post: 7719311, member: 6798172"] As someone who has done just that, with 12 year olds no less, I couldn't disagree more. It is this accessibility (relative to PF or 4e) that has brought many back to the game. There is more depth if you want to get into it, but you can grab the basic rules with a rudimentary understanding of RPGs, and be off to the races. The relatively small numbers are simply the nature of RPGs in general. There isn't a whole lot that RPG publishers can do to change what they are. The product model is always going to have constraints in that one person can purchase the rules and that might be it for purchases. How many groups have players that invest practically nothing financially in the game? How many hours can players play a game without purchasing anything? It is just the nature of the beast. Collectible games more or less require constant purchases. They aren't marketing any better. It is just the nature of the game. Compared to board games, RPGs are in an interesting position in that I can sit down and play a game of Dominion in 45 minutes, which works for many lifestyles. RPGs, by their nature, require what....3-4 hour sessions, which is great for those that are into them, but bad for pulling in the casual player. In other words, what makes them awesome fun is also what limits their audience. You are simply appealing to a smaller group of potential customers, but with arguably a much greater intensity. We just need to accept the limitations of the medium. It isn't because RPG developers are dropping the ball. [/QUOTE]
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