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I think TSR was right to publish so much material
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<blockquote data-quote="Neonchameleon" data-source="post: 5298046" data-attributes="member: 87792"><p>Excerpts from the article (most relevant points highlighted - things they are turning back on italicised):</p><p> </p><p><strong>Our customers were telling us that we produced too many products, and that the stuff we produced was of inferior quality?</strong> We can fix that. We can cut back on the number of products we release, and work hard to make sure that each and every book we publish is useful, interesting, and of high quality.</p><p> </p><p><strong>Our customers were telling us that we spent too much time on our own worlds, and not enough time on theirs?</strong> Ok - we can fix that. <strong>We can re-orient the business towards tools, towards examples, towards universal systems and rules that aren't dependent on owning a thousand dollars of unnecessary materials first.</strong></p><p> </p><p>Our customers were telling us that they prefer playing D&D nearly 2:1 over the next most popular game option? That's an important point of distinction. <strong>We can leverage that desire to help get them more people to play >with< by reducing the barriers to compatibility between the material we produce, <em>and the material created by other companies.</em></strong></p><p> </p><p>Our customers told us they wanted a better support organization? We can pour money and resources into the RPGA and get it growing and supporting players like never before in the club's history. (10,000 paid members and rising, nearly 50,000 unpaid members - numbers currently skyrocketing).</p><p> </p><p><strong><em>Our customers were telling us that they want to create and distribute content based on our game? Fine - we can accommodate that interest and desire in a way that keeps both our customers and our lawyers happy.</em></strong></p><p> </p><p>...</p><p> </p><p>We listened when the customers told us that Alternity wasn't what they wanted in a science fiction game. We listened when customers told us that they didn't want the confusing, jargon filled world of Planescape. We listened when people told us that the Ravenloft concept was overshadowed by the products of a competitor. <strong><u>We listened to customers who told us that they want core materials, not world materials.</u></strong> That they buy DUNGEON magazine every two months at a rate twice that of our best selling stand-alone adventures.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5298046, member: 87792"] Excerpts from the article (most relevant points highlighted - things they are turning back on italicised): [B]Our customers were telling us that we produced too many products, and that the stuff we produced was of inferior quality?[/B] We can fix that. We can cut back on the number of products we release, and work hard to make sure that each and every book we publish is useful, interesting, and of high quality. [B]Our customers were telling us that we spent too much time on our own worlds, and not enough time on theirs?[/B] Ok - we can fix that. [B]We can re-orient the business towards tools, towards examples, towards universal systems and rules that aren't dependent on owning a thousand dollars of unnecessary materials first.[/B] Our customers were telling us that they prefer playing D&D nearly 2:1 over the next most popular game option? That's an important point of distinction. [B]We can leverage that desire to help get them more people to play >with< by reducing the barriers to compatibility between the material we produce, [I]and the material created by other companies.[/I][/B] Our customers told us they wanted a better support organization? We can pour money and resources into the RPGA and get it growing and supporting players like never before in the club's history. (10,000 paid members and rising, nearly 50,000 unpaid members - numbers currently skyrocketing). [B][I]Our customers were telling us that they want to create and distribute content based on our game? Fine - we can accommodate that interest and desire in a way that keeps both our customers and our lawyers happy.[/I][/B] ... We listened when the customers told us that Alternity wasn't what they wanted in a science fiction game. We listened when customers told us that they didn't want the confusing, jargon filled world of Planescape. We listened when people told us that the Ravenloft concept was overshadowed by the products of a competitor. [B][U]We listened to customers who told us that they want core materials, not world materials.[/U][/B] That they buy DUNGEON magazine every two months at a rate twice that of our best selling stand-alone adventures. [/QUOTE]
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I think TSR was right to publish so much material
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