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<blockquote data-quote="Umbran" data-source="post: 176387" data-attributes="member: 177"><p>Actually, I think it can. How?</p><p></p><p>Well, think - how many D&D players were there in 1977? In 1989? In 2000? Maybe in the last few years of 2E, the group didn't grow much, but over the long haul, D&D <em>has</em> been hooking new gamers. D&D didn't become the biggest boy on the block based solely on first printing 1E players.</p><p></p><p>And, even if it wasn't growing the market, you need new gamers to <em>sustain</em> the market. People drop out of gaming all the time - they get jobs, have babies, get other interests. If you don't replace them with new gamers, the market shrinks. If the market was not shrinking at a precipitous rate, you can be sure there were new gamers getting hooked.</p><p></p><p>And being the biggest boy on the block has played a major role in the game's longevity. Being big means greater numbers and diversity of adventure and campaign products, which in turn keep player interest longer...</p><p></p><p>So, you don't become biggest without hooking new gamers. You don't stay biggest without hooking new gamers to replace those who drop out. And being biggest increases longevity. So, those aspects which are attractive to new gamers <em>do</em> help account for D&D's long-term success.</p></blockquote><p></p>
[QUOTE="Umbran, post: 176387, member: 177"] Actually, I think it can. How? Well, think - how many D&D players were there in 1977? In 1989? In 2000? Maybe in the last few years of 2E, the group didn't grow much, but over the long haul, D&D [i]has[/i] been hooking new gamers. D&D didn't become the biggest boy on the block based solely on first printing 1E players. And, even if it wasn't growing the market, you need new gamers to [i]sustain[/i] the market. People drop out of gaming all the time - they get jobs, have babies, get other interests. If you don't replace them with new gamers, the market shrinks. If the market was not shrinking at a precipitous rate, you can be sure there were new gamers getting hooked. And being the biggest boy on the block has played a major role in the game's longevity. Being big means greater numbers and diversity of adventure and campaign products, which in turn keep player interest longer... So, you don't become biggest without hooking new gamers. You don't stay biggest without hooking new gamers to replace those who drop out. And being biggest increases longevity. So, those aspects which are attractive to new gamers [i]do[/i] help account for D&D's long-term success. [/QUOTE]
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