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Community
General Tabletop Discussion
*Dungeons & Dragons
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: 6929787" data-attributes="member: 996"><p>You'd think the vast majority of them would be. Well, or the parents of would-be new players. I'd think Basic D&D -> AD&D would have been the more common path, but, either way, you didn't go back and re-buy the basic set did you? (Except for more dice, perhaps? The old ones did wear out.) </p><p></p><p>But, no, the obvious inference to draw from the basic set out-selling everything else so dramatically is that many, many new players tried (or even just bought and never played) D&D, and did not get into it long enough to become 'advanced players' and buy AD&D and subsequent offerings for more content.</p><p></p><p>And, between, them, more content than either, alone.</p><p></p><p>I didn't say or imply everyone would. But, for the sake of discussion...</p><p></p><p>After 2 years of 5e, and 16 of 3.x, that's hardly a surprising contrast.</p><p></p><p>Then get bored with that and want something new, then want more material for it.... ...and loop. Sure, that's a fair observation. </p><p></p><p>I think you implied some sort of efficiency, there, but the alternative to each DM designing just the missing parts of the game he wants, is not each DM also designing stuff he doesn't want, but one team of designers creating many things of those missing things of high enough quality that most DM's'll be happy to add them. Rather, leaving each DM to fill in the same gaping holes just creates a lot of duplication of effort, which is quite inefficient by comparison.</p><p></p><p>It's a plausible strategy if you're trying to use the product line as a stable base for a brand, rather than to build the brand, grow it's market, or make money off it, I suppose.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6929787, member: 996"] You'd think the vast majority of them would be. Well, or the parents of would-be new players. I'd think Basic D&D -> AD&D would have been the more common path, but, either way, you didn't go back and re-buy the basic set did you? (Except for more dice, perhaps? The old ones did wear out.) But, no, the obvious inference to draw from the basic set out-selling everything else so dramatically is that many, many new players tried (or even just bought and never played) D&D, and did not get into it long enough to become 'advanced players' and buy AD&D and subsequent offerings for more content. And, between, them, more content than either, alone. I didn't say or imply everyone would. But, for the sake of discussion... After 2 years of 5e, and 16 of 3.x, that's hardly a surprising contrast. Then get bored with that and want something new, then want more material for it.... ...and loop. Sure, that's a fair observation. I think you implied some sort of efficiency, there, but the alternative to each DM designing just the missing parts of the game he wants, is not each DM also designing stuff he doesn't want, but one team of designers creating many things of those missing things of high enough quality that most DM's'll be happy to add them. Rather, leaving each DM to fill in the same gaping holes just creates a lot of duplication of effort, which is quite inefficient by comparison. It's a plausible strategy if you're trying to use the product line as a stable base for a brand, rather than to build the brand, grow it's market, or make money off it, I suppose. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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