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If Wizards of the Coast went out of business
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3420022" data-attributes="member: 7177"><p>Judging from what I've learned about the gaming community, what we would see is a "splintering" of the game, with hundreds if not thousands of variants - and few people able to agree on common ground.</p><p></p><p>Like I said, D&D is the back bone of the gaming community. Take that back bone away, and what's left is a quivering, formless mess. In the end, that means that most gaming groups will compile their own d20 variant rule set... which is great for them, but it's only going to scare the newbies away.</p><p></p><p></p><p></p><p>Thankfully. D&D is too big to die, and unless something goes radically wrong, there will be publishers for it even if WotC goes under.</p><p></p><p></p><p></p><p>So nobody ever in your gaming groups dropped out because he got too busy with work or family, developed different interests, or moved to another city because of a new job?</p><p></p><p>Then consider yourself very, very lucky.</p><p></p><p>And without a strong gaming industry, there will be few people joining the hobby, and more people will be leaving because it is harder to maintain the enthusiasm without new releases.</p><p></p><p></p><p></p><p>Not in the first year, no... But over the course of years and decades, they will if D&D is gone.</p><p></p><p></p><p></p><p>That's great for the veteran gamers, but it won't do any good for the newbies. An active hobby needs an active publisher base, or else this fringe hobby will move even further out to the fringe. Forget publishers with monthly release schedules, or even quarterly - the profit margins will be so low that we'll be lucky to even see one release per year for most game lines.</p><p></p><p>And slowly the hobby will dwindle to a shadow of its former self.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3420022, member: 7177"] Judging from what I've learned about the gaming community, what we would see is a "splintering" of the game, with hundreds if not thousands of variants - and few people able to agree on common ground. Like I said, D&D is the back bone of the gaming community. Take that back bone away, and what's left is a quivering, formless mess. In the end, that means that most gaming groups will compile their own d20 variant rule set... which is great for them, but it's only going to scare the newbies away. Thankfully. D&D is too big to die, and unless something goes radically wrong, there will be publishers for it even if WotC goes under. So nobody ever in your gaming groups dropped out because he got too busy with work or family, developed different interests, or moved to another city because of a new job? Then consider yourself very, very lucky. And without a strong gaming industry, there will be few people joining the hobby, and more people will be leaving because it is harder to maintain the enthusiasm without new releases. Not in the first year, no... But over the course of years and decades, they will if D&D is gone. That's great for the veteran gamers, but it won't do any good for the newbies. An active hobby needs an active publisher base, or else this fringe hobby will move even further out to the fringe. Forget publishers with monthly release schedules, or even quarterly - the profit margins will be so low that we'll be lucky to even see one release per year for most game lines. And slowly the hobby will dwindle to a shadow of its former self. [/QUOTE]
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