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*TTRPGs General
If you were head of WotC what would you do?
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<blockquote data-quote="barsoomcore" data-source="post: 1601195" data-attributes="member: 812"><p>I love you. I'm despairing, I promise.</p><p></p><p>My ideas:</p><p></p><p>Cut your losses and make your life simple. There's just never going to be much money in RPGs. Don't spend any more than you have to. Simplify the SRD. Release OGC in books. Sell off as many campaign settings as possible -- if you can't get good money for them then give them away (their value is in making D&D more popular -- if they aren't profitable let the fans publish them for free and STOP losing money).</p><p></p><p>Make some money on Magic IP, for cying out loud -- preferably by selling it so you don't have to carry the expense of creating the materials.</p><p></p><p>Sell lots of Player's Handbooks.</p><p></p><p>Get the movie rights back. Spend anything to get the movie rights back -- if they don't have them back already. A good D&D movie could be a money truck. Even a bad D&D movie could be a money truck. It enhances the D&D trademark which is really where the money's at.</p><p></p><p>If the novels are grossly profitable, keep selling 'em. If not, spin that out to the people you sold the campaign settings to. Again, the D&D trademark -- keep it valuable, keep it profitable, keep it famous.</p><p></p><p>Sell lots of Player's Handbooks.</p><p></p><p>Release a new version of D&D once the OGC rules in the marketplace have gotten so much better it's warranted -- or as soon as your market data says it'll be sufficiently profitable.</p><p></p><p>Continue to license the D&D trademark to video game designers. Trademark value, trademark value, trademark value.</p><p></p><p>Sell lots of Player's Handbooks.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1601195, member: 812"] I love you. I'm despairing, I promise. My ideas: Cut your losses and make your life simple. There's just never going to be much money in RPGs. Don't spend any more than you have to. Simplify the SRD. Release OGC in books. Sell off as many campaign settings as possible -- if you can't get good money for them then give them away (their value is in making D&D more popular -- if they aren't profitable let the fans publish them for free and STOP losing money). Make some money on Magic IP, for cying out loud -- preferably by selling it so you don't have to carry the expense of creating the materials. Sell lots of Player's Handbooks. Get the movie rights back. Spend anything to get the movie rights back -- if they don't have them back already. A good D&D movie could be a money truck. Even a bad D&D movie could be a money truck. It enhances the D&D trademark which is really where the money's at. If the novels are grossly profitable, keep selling 'em. If not, spin that out to the people you sold the campaign settings to. Again, the D&D trademark -- keep it valuable, keep it profitable, keep it famous. Sell lots of Player's Handbooks. Release a new version of D&D once the OGC rules in the marketplace have gotten so much better it's warranted -- or as soon as your market data says it'll be sufficiently profitable. Continue to license the D&D trademark to video game designers. Trademark value, trademark value, trademark value. Sell lots of Player's Handbooks. [/QUOTE]
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If you were head of WotC what would you do?
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