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How big's the RPG market?
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<blockquote data-quote="Tony Vargas" data-source="post: 7719331" data-attributes="member: 996"><p>That's like double the guestimated size Dancey quoted c2007, though. Something like a 6% growth rate. Not too shabby, in perspective.</p><p></p><p>Of course, still tiny in the broader context.</p><p></p><p> Interesting that 5e is being so successful bucking that trend...</p><p></p><p>...and that PF is continuing to be successful riding it. </p><p></p><p>(yeah, just 'interesting' I have no conclusion whatsoever)</p><p></p><p> The key word in there, is 'back.' 5e is very accessible to returning D&Ders from the TSR era, and to continuing fans, of course. </p><p></p><p>I've run many intro games over the decades, including with quite young players. D&D has never been that easy for anyone to pick up, it is a complex, 'heavy' game, and 5e is no exception. The closest thing to an exception was 4e, which was surprisingly easy for new players to pick up - <em>and surprising difficult for returning ones</em>. 5e at least fixed that issue.</p><p>The really decisive factor, IMHO, in getting new players into the game, is having experienced DMs running great games for them (and an experience player or few in the group doesn't hurt, either). And, accessibility to long-time & returning players should be helping with that - it certainly looks that way at my FLGS, where I'm not the oldest guy in the shop as often anymore...</p><p></p><p></p><p> Like, minis, dice &c? I'm sure it must be counted, it'd be silly not to...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7719331, member: 996"] That's like double the guestimated size Dancey quoted c2007, though. Something like a 6% growth rate. Not too shabby, in perspective. Of course, still tiny in the broader context. Interesting that 5e is being so successful bucking that trend... ...and that PF is continuing to be successful riding it. (yeah, just 'interesting' I have no conclusion whatsoever) The key word in there, is 'back.' 5e is very accessible to returning D&Ders from the TSR era, and to continuing fans, of course. I've run many intro games over the decades, including with quite young players. D&D has never been that easy for anyone to pick up, it is a complex, 'heavy' game, and 5e is no exception. The closest thing to an exception was 4e, which was surprisingly easy for new players to pick up - [i]and surprising difficult for returning ones[/i]. 5e at least fixed that issue. The really decisive factor, IMHO, in getting new players into the game, is having experienced DMs running great games for them (and an experience player or few in the group doesn't hurt, either). And, accessibility to long-time & returning players should be helping with that - it certainly looks that way at my FLGS, where I'm not the oldest guy in the shop as often anymore... Like, minis, dice &c? I'm sure it must be counted, it'd be silly not to... [/QUOTE]
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