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<blockquote data-quote="mythusmage" data-source="post: 2589647" data-attributes="member: 571"><p>As we near the release of D&D 5e from ENWorld publishing in this year of 2040 I thought it would be a good idea to review just how Wizards of the Coast managed to produce an edition of Dungeons & Dragons that would last for some 30 years.</p><p></p><p>Probably the biggest decision made was to do market studies outside the hobby. Indepth, comprehensive studies dealing with public perceptions of RPGs in general, and D&D in particular.</p><p></p><p>Close behind was the decision to do a base setting developed using the core assumptions of D&D. Gone was the historical medieval model that earlier editions had tried to shoehorn in. GUDDS (Generic Universal Dungeons & Dragons Setting) also included comprehensive history, mythology, and international relations among many other subjects, and was responsible for a setting design revolution that transformed the RPG industry. Including basic research on population dynamics and the effects of population density on culture and technology enabled GUDDS to avoid the infamous Eberron Error.</p><p></p><p>In terms of applying what was learned the biggest has to be the decision to go with a personable, entertaining style of writing. Through her market studies Wizards learned that people were turned off by 3e's textbook style and wanted something more engaging, more entertaining. This alone is held to be responsible for some 30% of D&D 4e's sales to the non-gaming public. (Of the remaining 70% approximately 20% were those entering the hobby with the encouragement of the gaming friends, and the other 80% from Wizards' wide ranging ad campaign.</p><p></p><p>Behind that (just barely), was the expansion of D&D play beyond the "kill things and take their stuff" model. Now it included such models as "bs things and take their stuff", "seduce things and take their stuff", "send them tickets to the theater and take their stuff while they're away"", and the ever popular "hit them with a tax lien and take their stuff". Formal guidelines for awarding XP involving ballroom dancing, courtroom appearances, and door to door sales among others helped immensely.</p><p></p><p>So, what do you think Wizards did right with D&D 4e?</p></blockquote><p></p>
[QUOTE="mythusmage, post: 2589647, member: 571"] As we near the release of D&D 5e from ENWorld publishing in this year of 2040 I thought it would be a good idea to review just how Wizards of the Coast managed to produce an edition of Dungeons & Dragons that would last for some 30 years. Probably the biggest decision made was to do market studies outside the hobby. Indepth, comprehensive studies dealing with public perceptions of RPGs in general, and D&D in particular. Close behind was the decision to do a base setting developed using the core assumptions of D&D. Gone was the historical medieval model that earlier editions had tried to shoehorn in. GUDDS (Generic Universal Dungeons & Dragons Setting) also included comprehensive history, mythology, and international relations among many other subjects, and was responsible for a setting design revolution that transformed the RPG industry. Including basic research on population dynamics and the effects of population density on culture and technology enabled GUDDS to avoid the infamous Eberron Error. In terms of applying what was learned the biggest has to be the decision to go with a personable, entertaining style of writing. Through her market studies Wizards learned that people were turned off by 3e's textbook style and wanted something more engaging, more entertaining. This alone is held to be responsible for some 30% of D&D 4e's sales to the non-gaming public. (Of the remaining 70% approximately 20% were those entering the hobby with the encouragement of the gaming friends, and the other 80% from Wizards' wide ranging ad campaign. Behind that (just barely), was the expansion of D&D play beyond the "kill things and take their stuff" model. Now it included such models as "bs things and take their stuff", "seduce things and take their stuff", "send them tickets to the theater and take their stuff while they're away"", and the ever popular "hit them with a tax lien and take their stuff". Formal guidelines for awarding XP involving ballroom dancing, courtroom appearances, and door to door sales among others helped immensely. So, what do you think Wizards did right with D&D 4e? [/QUOTE]
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