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I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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<blockquote data-quote="Tony Vargas" data-source="post: 6927365" data-attributes="member: 996"><p>Might almost think the opposite - while the rules were solid, the handling failed or blew up again & again - but, hey, I'll listen: </p><p></p><p>I kinda like print magazines, myself, an 'on-line magazine' is just a web page that only updates monthly. But I'm old. The on-line tools, CB, AT, & VTT were never anything near what was promised, due to tragic human events, sure, but still not what was promised.</p><p></p><p>There was some initial furor over what was missing at release, so imagine that being stretched out for years. Doesn't sound great. The lack of acceptance seemed to be more about the changes to the game than the pace at which they were introduced. 4e butchered sacred cows like crazy, and, no matter how much 'better' the results might have been in a technical sense, they weren't sacred anymore. </p><p></p><p>It's text-book 'silver age,' hearkening back wistfully to a 'golden age,' that may or may not have even really existed, or been, at the time, what we think of it having been, now. (If that makes any sense - I'm not sure it does.)</p><p></p><p>Again, I feel the opposite. The 5e rules are so many sacred-cow zombies shuffling around, for the most part. But, I do think they are being supported just as they should be. The slow pace of release and emphasis on adventures (even if big hardcover APs rather than little softcover modules) is what's 'right' for D&D, as it's again being marketed: to the existing fan-base, particularly those of us who fondly remembers the TSR years, when the pace of release was almost as slow (and thanks to being younger at the the time, felt even slower).</p><p></p><p>Yes. RPGs remain a tiny market compared to MMOs or even board games, and it's a market dominated by D&D, and a D&D customer base dominated by people who have played D&D for a long time. Entry into the hobby is primarily via introduction to it by existing players, so you can't alienate them, and D&D doesn't appeal to the mainstream enough for a lot of new players to try it, nor for many of them to take it up. </p><p></p><p>So sticking to the current strategy of keeping the brand (and the hobby) stable, in-print, & identifiable, and looking for growth opportunities in other media is probably the best bet. </p><p></p><p>The current nostalgic/'silver age' approach /is/ what 'the customer' wants.</p><p></p><p>Those were the fad years, and it's exactly what hearkening back to that 'Golden Age' is shooting to approach - not even beat, just get back to the same ballpark. It'd be wild success were it to happen. Especially if it were sales of PHBs instead of box sets. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6927365, member: 996"] Might almost think the opposite - while the rules were solid, the handling failed or blew up again & again - but, hey, I'll listen: I kinda like print magazines, myself, an 'on-line magazine' is just a web page that only updates monthly. But I'm old. The on-line tools, CB, AT, & VTT were never anything near what was promised, due to tragic human events, sure, but still not what was promised. There was some initial furor over what was missing at release, so imagine that being stretched out for years. Doesn't sound great. The lack of acceptance seemed to be more about the changes to the game than the pace at which they were introduced. 4e butchered sacred cows like crazy, and, no matter how much 'better' the results might have been in a technical sense, they weren't sacred anymore. It's text-book 'silver age,' hearkening back wistfully to a 'golden age,' that may or may not have even really existed, or been, at the time, what we think of it having been, now. (If that makes any sense - I'm not sure it does.) Again, I feel the opposite. The 5e rules are so many sacred-cow zombies shuffling around, for the most part. But, I do think they are being supported just as they should be. The slow pace of release and emphasis on adventures (even if big hardcover APs rather than little softcover modules) is what's 'right' for D&D, as it's again being marketed: to the existing fan-base, particularly those of us who fondly remembers the TSR years, when the pace of release was almost as slow (and thanks to being younger at the the time, felt even slower). Yes. RPGs remain a tiny market compared to MMOs or even board games, and it's a market dominated by D&D, and a D&D customer base dominated by people who have played D&D for a long time. Entry into the hobby is primarily via introduction to it by existing players, so you can't alienate them, and D&D doesn't appeal to the mainstream enough for a lot of new players to try it, nor for many of them to take it up. So sticking to the current strategy of keeping the brand (and the hobby) stable, in-print, & identifiable, and looking for growth opportunities in other media is probably the best bet. The current nostalgic/'silver age' approach /is/ what 'the customer' wants. Those were the fad years, and it's exactly what hearkening back to that 'Golden Age' is shooting to approach - not even beat, just get back to the same ballpark. It'd be wild success were it to happen. Especially if it were sales of PHBs instead of box sets. ;) [/QUOTE]
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I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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