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*TTRPGs General
If you were head of WotC what would you do?
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<blockquote data-quote="CRGreathouse" data-source="post: 1601035" data-attributes="member: 474"><p>Hmm... a good topic.</p><p></p><p>I think I would start by getting (through the RPGA, perhaps, or from survey-type cards inside some products) a panel of D&D players, which I would use to test the popularity of unusual products. I would also use them to compile a list of products most in need of revision: do people want a new ELH or a better D&Dg?</p><p></p><p>I would encourage innovative ideas from inside (and outside, subject to lawyers' input and waivers) which would be tested by the panel before design.</p><p></p><p>Serious review of the cost/benefit of various artists would be undergone (undoubtedly at considerable expense) to determine the extent to which they drive sales and which are worthwhile at their prices. (This could lead to an increase or decrease in art expenses.)</p><p></p><p>I would hire a new final-review editor, who would read through a product just before it is sent to the printer and remove mistakes. There's real benefit to editing material you haven't seen before; you're less likely to miss obvious mistakes.</p><p></p><p>I would focus on expanding the base audience to decrease pre-unit printing expenses. This would likely start with a 'basic set' introduction to the game, more complex than the Adventure Game but less complex than the core rulebooks. Its focus would be compatibility with the core rules, and it would target ages ~13-17 (where the adventure game targets perhaps 8-15). These would have full-page ads for the core books.</p><p></p><p>I would also make a line of expensive ($49.95), art-heavy books similar to the original plans for the Draconomicon. These would be released roughly every 6 months and would target the high-end/price-insensitive gamers. This would defray some of the expenses above.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 1601035, member: 474"] Hmm... a good topic. I think I would start by getting (through the RPGA, perhaps, or from survey-type cards inside some products) a panel of D&D players, which I would use to test the popularity of unusual products. I would also use them to compile a list of products most in need of revision: do people want a new ELH or a better D&Dg? I would encourage innovative ideas from inside (and outside, subject to lawyers' input and waivers) which would be tested by the panel before design. Serious review of the cost/benefit of various artists would be undergone (undoubtedly at considerable expense) to determine the extent to which they drive sales and which are worthwhile at their prices. (This could lead to an increase or decrease in art expenses.) I would hire a new final-review editor, who would read through a product just before it is sent to the printer and remove mistakes. There's real benefit to editing material you haven't seen before; you're less likely to miss obvious mistakes. I would focus on expanding the base audience to decrease pre-unit printing expenses. This would likely start with a 'basic set' introduction to the game, more complex than the Adventure Game but less complex than the core rulebooks. Its focus would be compatibility with the core rules, and it would target ages ~13-17 (where the adventure game targets perhaps 8-15). These would have full-page ads for the core books. I would also make a line of expensive ($49.95), art-heavy books similar to the original plans for the Draconomicon. These would be released roughly every 6 months and would target the high-end/price-insensitive gamers. This would defray some of the expenses above. [/QUOTE]
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If you were head of WotC what would you do?
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