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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="JohnSnow" data-source="post: 2415118" data-attributes="member: 32164"><p>I think this goes to the basic point. D&D 3e is set up to appeal to the first 2 groups. It has a game board and minis to appeal to the board gamer. The game was first described using the "Candyland" analogy, and that holds up pretty well to this day. It also has a stack of options (and is constantly marketing new ones) for making a character more interesting, and so hits that Card gamer (the <em>Magic</em> crowd). WotC rightly tried to entice their existing customers to try D&D (brand extension), and obviously it worked, at least to some degree.</p><p></p><p>A strong GM-led storyline requires a strong GM. That's not something a game company can package and sell at the moment, so it's a bad case on which to build a business. If you can figure out a way to profitably teach people to be GMs, you'd start to gather in this group. Probably you have to get them through network effects from the 2 groups you can market to.</p><p></p><p>As for the fourth group, I too think you're outta luck trying to convert them to RPGs. They don't like to leave the house or talk to people face-to-face, after all.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2415118, member: 32164"] I think this goes to the basic point. D&D 3e is set up to appeal to the first 2 groups. It has a game board and minis to appeal to the board gamer. The game was first described using the "Candyland" analogy, and that holds up pretty well to this day. It also has a stack of options (and is constantly marketing new ones) for making a character more interesting, and so hits that Card gamer (the [i]Magic[/i] crowd). WotC rightly tried to entice their existing customers to try D&D (brand extension), and obviously it worked, at least to some degree. A strong GM-led storyline requires a strong GM. That's not something a game company can package and sell at the moment, so it's a bad case on which to build a business. If you can figure out a way to profitably teach people to be GMs, you'd start to gather in this group. Probably you have to get them through network effects from the 2 groups you can market to. As for the fourth group, I too think you're outta luck trying to convert them to RPGs. They don't like to leave the house or talk to people face-to-face, after all.;) [/QUOTE]
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