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In Interview with GamesRadar, Chris Perkins Discusses New Books
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<blockquote data-quote="Oofta" data-source="post: 9301393" data-attributes="member: 6801845"><p>I really wish I had a link to the old thread that showed sales history for 5E. Because one of the things it showed? There was no significant jump in estimated sales after Stranger Things. It's not like D&D hadn't been presented on popular shows and movies before. In addition, Stranger Things didn't exactly make D&D a central part of the story other than naming the bad guys I suppose. It also featured nerdy kids playing in their mom's basement which just reinforced the stereotype. There are many nostalgic things that were represented in that show that didn't have a lasting impact. There was certainly a bump in people listening to Running Up That Hill but it didn't make Kate Bush a cultural phenomena.</p><p></p><p>I just don't buy the Stranger Things link. It helped. There's just no correlation, much less proof, that it made a big difference. I do contribute 5E's success in large part to cultural changes including acceptance of fantasy, geek culture and a desire to connect in person with friends and family. </p><p></p><p>On the other hand, most of those factors were in place for 4E as well. Nothing changed that drastically over the course of 4 years other than the rules and as you mentioned a slow release schedule. It's a combination of things, the pump was primed by cultural changes and acceptance and then a set of rules came along that happened to work for a lot of people.</p><p></p><p>So I stand by my statement. No one knows for certain, and I don't think it's possible to know.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9301393, member: 6801845"] I really wish I had a link to the old thread that showed sales history for 5E. Because one of the things it showed? There was no significant jump in estimated sales after Stranger Things. It's not like D&D hadn't been presented on popular shows and movies before. In addition, Stranger Things didn't exactly make D&D a central part of the story other than naming the bad guys I suppose. It also featured nerdy kids playing in their mom's basement which just reinforced the stereotype. There are many nostalgic things that were represented in that show that didn't have a lasting impact. There was certainly a bump in people listening to Running Up That Hill but it didn't make Kate Bush a cultural phenomena. I just don't buy the Stranger Things link. It helped. There's just no correlation, much less proof, that it made a big difference. I do contribute 5E's success in large part to cultural changes including acceptance of fantasy, geek culture and a desire to connect in person with friends and family. On the other hand, most of those factors were in place for 4E as well. Nothing changed that drastically over the course of 4 years other than the rules and as you mentioned a slow release schedule. It's a combination of things, the pump was primed by cultural changes and acceptance and then a set of rules came along that happened to work for a lot of people. So I stand by my statement. No one knows for certain, and I don't think it's possible to know. [/QUOTE]
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