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<blockquote data-quote="JEB" data-source="post: 6271085" data-attributes="member: 10148"><p>Close - I'm referring to teenagers, the audience most likely to take a risk on D&D for the first time, and probably the most important for growing the hobby. Now, unless being a teenager has changed a lot since my days, money is a rare and precious resource at that age. If you want teenagers to spend their money on D&D, then you'd best aim for as low a price as possible - the cheaper it is, the more likely they are to take a chance on it. If it's anything they have to save up for, even a little, it's going to look less attractive than surer bets (board games and particularly video games).</p><p></p><p></p><p></p><p>How many teenagers really buy $50-$60 video games at full price? Even among the young adults I know, most either wait for sales or used copies, or compensate for the cost through trade-ins, or hope someone else buys it for them as a present. Only the hottest of the hot games get bought new. Further, video games are a known quantity to younger people, and with multiplayer online games, you can always find people to play with. D&D has neither of these advantages. </p><p></p><p>Again, pricing D&D at $50 might be fine for veterans, but it makes it a harder sell for new audiences. And that's a bad idea for the long run.</p><p></p><p></p><p></p><p>Reasonable is not the same as wise.</p></blockquote><p></p>
[QUOTE="JEB, post: 6271085, member: 10148"] Close - I'm referring to teenagers, the audience most likely to take a risk on D&D for the first time, and probably the most important for growing the hobby. Now, unless being a teenager has changed a lot since my days, money is a rare and precious resource at that age. If you want teenagers to spend their money on D&D, then you'd best aim for as low a price as possible - the cheaper it is, the more likely they are to take a chance on it. If it's anything they have to save up for, even a little, it's going to look less attractive than surer bets (board games and particularly video games). How many teenagers really buy $50-$60 video games at full price? Even among the young adults I know, most either wait for sales or used copies, or compensate for the cost through trade-ins, or hope someone else buys it for them as a present. Only the hottest of the hot games get bought new. Further, video games are a known quantity to younger people, and with multiplayer online games, you can always find people to play with. D&D has neither of these advantages. Again, pricing D&D at $50 might be fine for veterans, but it makes it a harder sell for new audiences. And that's a bad idea for the long run. Reasonable is not the same as wise. [/QUOTE]
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