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How Important is Stranger Things to the Success of 5e
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<blockquote data-quote="Burnside" data-source="post: 8715980" data-attributes="member: 6910340"><p>There's no doubt that Stranger Things has a MUCH bigger audience overall than Critical Role.</p><p></p><p>But Critical Role creates a lot more D&D players than Stranger Things does.</p><p></p><p>By which I mean the viewer-to-player conversion rate for CR is much higher than for Stranger Things, resulting in more people getting into actually playing or DMing the game "because of" Critical Role.</p><p></p><p>Stranger Things, Critical Role, The Adventure Zone, and to a lesser degree Community all have an important distinction from The Big Bang Theory in creating players: the latter group of shows portray playing D&D as a cool thing to do, and buck traditional stereotypes as to who is playing. Big Bang Theory largely just confirms/exploits the nerd stereotypes and does little or nothing to make the viewer feel that they themselves would actually enjoy playing.</p></blockquote><p></p>
[QUOTE="Burnside, post: 8715980, member: 6910340"] There's no doubt that Stranger Things has a MUCH bigger audience overall than Critical Role. But Critical Role creates a lot more D&D players than Stranger Things does. By which I mean the viewer-to-player conversion rate for CR is much higher than for Stranger Things, resulting in more people getting into actually playing or DMing the game "because of" Critical Role. Stranger Things, Critical Role, The Adventure Zone, and to a lesser degree Community all have an important distinction from The Big Bang Theory in creating players: the latter group of shows portray playing D&D as a cool thing to do, and buck traditional stereotypes as to who is playing. Big Bang Theory largely just confirms/exploits the nerd stereotypes and does little or nothing to make the viewer feel that they themselves would actually enjoy playing. [/QUOTE]
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How Important is Stranger Things to the Success of 5e
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