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D&D 5E I think I've figured something out about the purpose of 5e

innerdude

Legend
A lot of speculation has been going on surrounding what, exactly, WotC hopes to actually accomplish with 5e/D&D Next, besides sell some books and create business profit. I think all of us by now are realistic enough to know that the "edition treadmill" of the last decade has primarily been the brainchild of Hasbro, and not the core "creatives" of the D&D product line.

But the longer I've thought about it, the more I've come to the realization that D&D-Next is largely not about the rules system at all--it's about creating an ecology that builds and sustains gaming groups.

I think WotC is smart enough to realize that the market now is so vastly different from 1980, or even a decade ago, that returning to its previous levels of market saturation is not a realistic proposition. Seriously, in 2008, who in their right mind would have predicted that 4 years later, D&D wouldn't even be the most popular RPG in the category it created?

Some of this is the result of the table-top gaming market being in a relatively mature phase--it's known to exist, has a measurable, if limited amount of potential revenue to businesses selling into it, and as a result, companies other than WotC have gotten better at targeting it. The problem is, with that maturation has come the inevitable fragmentation. There's more competition filling every possible niche. Somewhere, out there, there's a game that appeals to nearly any game genre, in any playstyle. The likelihood of D&D being the sole RPG game being played within a given group drops the longer a group stays together.

But here's the thing--the longer a group stays together, the more chances WotC has to capture a portion of business within that group. There's a greater chance that a particular module, or campaign setting, or set of minis, or maps, or rules supplement, whatever, will catch the eye of the players or GM. And I think this is D&D Next's real aim--create more sustainable gaming groups where D&D is a real, viable option for play.

It's not likely that they would, but it's not hard to imagine a scenario where Wizards reprinted the 1e PHB, DMG, and MM verbatim, called it the "new, officially supported version of D&D," and their revenue stream wouldn't drastically change.

In this sense, the purpose of D&D has changed. To a degree it's about actually playing D&D--but in another sense, it's more about creating a culture surrounding the game that the players want to sustain on their own. And say what you want about 4e as a rules system, but WotC has done an absolutely AWFUL job at doing this with 4e. There's lots and lots of resources for 4e, but except for its most stalwart fans, the groundswell of support for keeping 4e as "The Definitive D&D" simply hasn't been there.

Ultimately, I think the realistic goal of D&D Next is it for it to simply be in the rotation of RPGs being played for as many groups as possible, whereas for many, many gaming groups, 4e has simply been a non-starter. It never even crossed the minds of many groups to even try it.

I don't think WotC expects 5e to dominate the market--heck, they haven't even dominated it the last year and a half; their main competitor has. And obviously the reason WotC wants to bridge the gap so badly between editions, and across playstyles, is to make money. But I think it's also driven by the profound recognition that if 1/2 of your target audience no longer even attributes your brand as the "core" experience your hobby promotes, that long-term you're going to lose even more traction, because you're losing future players before they even "touch" your product. Every iPod, iPad, and iPhone Apple sells isn't just a "win" for them--it's one more excuse for the user to think, "Hmmm, maybe I don't even need that Microsoft stuff at all."

The goal of D&D-Next should be to have a place at every gaming table. It doesn't have to be the dominant presence, but it needs to be there. If your gaming group's next conversation of "What rules system should our next campaign use?" doesn't include D&D Next / 5e as a realistic option, then Wizards will have utterly failed.

Whether it's the game everyone plays every week, or once every six months in rotation isn't as important as simply being an option for as many gaming groups as possible. And frankly, for all its strengths, 4e simply wasn't the product to do that.
 
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And I think this is D&D Next's real aim--create more sustainable gaming groups where D&D is a real, viable option for play.

You should just underline that for the tl;dr crowd.

Also, I think someone at Paizo (?) called what your talking about increasing network externality for the customer. Which raises the value of a given product in economic terms. It also makes market dominance easier too though for the seller (e.g. beta vs. vhs or mac vs. pc).
 



A lot of speculation has been going on surrounding what, exactly, WotC hopes to actually accomplish with 5e/D&D Next, besides sell some books and create business profit. I think all of us by now are realistic enough to know that the "edition treadmill" of the last decade has primarily been the brainchild of Hasbro, and not the core "creatives" of the D&D product line.
[citation needed]
 

[citation needed]

I wasn't trolling, seriously; if anything I was more referring to 3.5 than 4e. It's been widely stated by both Ryan Dancey and Monte Cook that 3.5 was a PLANNED release almost as soon as 3.0 went out the doors (and Monte disagreed with the decision).

I don't know as much about 4e going to Essentials--though the resemblance to the 3.0 to 3.5 transition is worth noting. In both cases they seemed to be PLANNED publications, meant to increase revenue streams even if the player base didn't necessarily think they were merited.

Once is an anomaly, twice is a trend. It's pretty well documented now that WotC follows up a full edition "release" with a secondary "update" release 24-36 months after publication.

No other insinuations, I promise. :)
 

I don't know as much about 4e going to Essentials--though the resemblance to the 3.0 to 3.5 transition is worth noting. In both cases they seemed to be PLANNED publications, meant to increase revenue streams even if the player base didn't necessarily think they were merited.

I don't think there was much resemblance. Essentials was just a bunch of splatbooks with a fancy bannerhead. It didn't create the same opportunity for WotC to reprint the same stuff, with slight modifications, that 3.5 did. Essentials has largely genuinely new mechanics, that are compatible with the older 4E stuff.
 

I don't think there was much resemblance. Essentials was just a bunch of splatbooks with a fancy bannerhead. It didn't create the same opportunity for WotC to reprint the same stuff, with slight modifications, that 3.5 did. Essentials has largely genuinely new mechanics, that are compatible with the older 4E stuff.

For profit, the content of the books is much less relevant then the presentation of the books. Both were presented as a new core, something a typical D&D player had to have. 3.5 had the new version of the fighter, essentials had a new version of a fighter. In my point of view they were virtually identical marketing moves by WOTC. I'd be willing to bet that many dedicate 3e players, rebought 3.5, and that many dedicated 4e players bought essentials. Much more then the typical splats books because they were branded as neccessary, and thats all that matters.


They were also BOTH a new entry point, a new reason to get into D&D for someone who wasnt or was on the fence. I've been thinking about playing D&D with my buds, and this new version came out their excited about, maybe Ill give it a shot.

From a customer POV, the content of the books seems important, but for WOTC making content is peanuts, its irrelevant. The point is how to we make a product people will buy, how do we tell them they have to buy it, how do we make it seem like an event, and not just another book they dont need. 3.5 and essentials fits those motivations perfectly.

As someone who owns both 3.5 and essentials, I dont see the difference personaly.
 
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I get what you're saying, dkyle; in terms of its effects on the rules, Essentials was nowhere near the same level of change as 3.5. Sure, it offered some different options, and fixed some math for existing "core" stuff, but it was clearly meant to run on the same engine.

I'm mostly commenting on the two releases from a business perspective, and 3.5 and Essentials have more similarities in that regard than differences.

Both were released in a short window after the original system release (24-36 months), the physical products were changed (different handbooks for 3.5, different formats for Essentials, etc.) so players felt like they might need to "upgrade," etc. Clearly both were meant to extend the life of their core product base and push more sales.
 

Sure, it offered some different options, and fixed some math for existing "core" stuff, but it was clearly meant to run on the same engine.

As someone who DMd 3e and 3.5 interchangeably, I would say the exact same thing about 3.5. If you werent very astute, you'd barely notice the difference in the books, some math tweaks and some errata all running on the same engine.
 

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