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How many people play D&D, and what percentage play various editions?
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<blockquote data-quote="Mercurius" data-source="post: 5348686" data-attributes="member: 59082"><p>242,400 at WotC, but that includes all networks afaict. Then you have to add in all the smaller forums: Paizo, Dragonsfoot, RPG Site, etc. We're probably talking about 500,000ish registered users on various sites, still less than 10% of their mythical 6 million figure (which somehow doesn't seem to change). </p><p></p><p>Even if there really are six million D&D players worldwide, that number probably includes very casual players, even those that played just once during a given year (in that case, 2007). I would imagine that something like 50+% of those six million don't buy any game books, and less than 10% buy anything beyond the <em>Player's Handbook, </em>and an even smaller percent buy anything more than the core books. So you might have a breakdown like so:</p><p></p><p>six million - anyone who played at least one session of D&D in a given year.</p><p>three million - anyone who played multiple sessions, is in an ongoing campaign, <em>maybe </em>owns a PHB.</p><p>one million - regular game, casual player, owns 1-3ish books.</p><p>c. 500,000 - somewhat serious players, owns a few books.</p><p>100,000 - serious players, owns many books.</p><p>10,000 - hardcore players, owns tons of books.</p><p></p><p>That breakdown is just made up, but it illustrates the point I'm trying to get to: Of the above numbers, it is really that least 100,000 (or so) that spend the most money on game books. Sure, the PHB might sell a million or more copies, and the DMG and MM might sell almost as much, but <em>Martial Power 2?</em> The <em>Eberron Player's Guide</em>? I would guess that very few books beyond three core rule books go beyond five figures in sales. Maybe later DMGs, PHBs, and MMs, but not the others. I mean, how many copies could <em>Primal Power </em>have sold? And here is the problem: A large percentage of the 100,000 or so serious-to-hardcore gamers that might buy <em>Primal Power </em>have a D&D Insider account, which negates the need to own the hard copy. </p><p></p><p>But it also points out how a very small percentage of players buy a very large percentage of product <em>and </em>a fair number of that small percentage won't purchase certain books because of D&D Insider.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5348686, member: 59082"] 242,400 at WotC, but that includes all networks afaict. Then you have to add in all the smaller forums: Paizo, Dragonsfoot, RPG Site, etc. We're probably talking about 500,000ish registered users on various sites, still less than 10% of their mythical 6 million figure (which somehow doesn't seem to change). Even if there really are six million D&D players worldwide, that number probably includes very casual players, even those that played just once during a given year (in that case, 2007). I would imagine that something like 50+% of those six million don't buy any game books, and less than 10% buy anything beyond the [I]Player's Handbook, [/I]and an even smaller percent buy anything more than the core books. So you might have a breakdown like so: six million - anyone who played at least one session of D&D in a given year. three million - anyone who played multiple sessions, is in an ongoing campaign, [I]maybe [/I]owns a PHB. one million - regular game, casual player, owns 1-3ish books. c. 500,000 - somewhat serious players, owns a few books. 100,000 - serious players, owns many books. 10,000 - hardcore players, owns tons of books. That breakdown is just made up, but it illustrates the point I'm trying to get to: Of the above numbers, it is really that least 100,000 (or so) that spend the most money on game books. Sure, the PHB might sell a million or more copies, and the DMG and MM might sell almost as much, but [I]Martial Power 2?[/I] The [I]Eberron Player's Guide[/I]? I would guess that very few books beyond three core rule books go beyond five figures in sales. Maybe later DMGs, PHBs, and MMs, but not the others. I mean, how many copies could [I]Primal Power [/I]have sold? And here is the problem: A large percentage of the 100,000 or so serious-to-hardcore gamers that might buy [I]Primal Power [/I]have a D&D Insider account, which negates the need to own the hard copy. But it also points out how a very small percentage of players buy a very large percentage of product [I]and [/I]a fair number of that small percentage won't purchase certain books because of D&D Insider. [/QUOTE]
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