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Community
General Tabletop Discussion
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Is 5e's Success Actually Bad for Other Games?
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<blockquote data-quote="Manbearcat" data-source="post: 8303920" data-attributes="member: 6696971"><p>I was going to do a post on this, but this is pretty much where I'm at on it. </p><p></p><p>There was a convergence of a lot of simultaneous factors. Some of them are entirely unrelated to 5e's nature or existence; social media influence explosion + long-form podcast explosion + voyeuristic cultural zeitgeist coming online + significant upgrade in capability of virtual tabletop gaming tools.</p><p></p><p>However, celebrity geek culture embracing gaming (and a lot of that "coming back to") is a significant component of this which then made "geek culture mainstream/cool." 5e's design and marketing has to get its share of credit for this.</p><p></p><p>Now, there is still a huge component of D&D (and certainly 5e culture) that still has a DEFEND THE BRAND AGAINST ALL COMERS (meaning a perceived conflict with indie design and influence - and this includes 4e), but I feel like that faction of D&D die-hards isn't holding the sway it once did over new players (meaning early 20 somethings or younger) trying indie games (and liking them) after playing 5e for a year or 3. </p><p></p><p></p><p></p><p>However, [USER=16586]@Campbell[/USER] 's point above about AL and hobby shops exclusively filling their shelves with WotC and Paizo offerings works to countervail my paragraph immediately above...and that is a not insignificant consideration here. There are all kinds of market and cultural forces (including hobby shops desperate to survive and incapable of taking risks on other models) at work here to ensure the 800 lb gorilla only shaves off a few lbs at most.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8303920, member: 6696971"] I was going to do a post on this, but this is pretty much where I'm at on it. There was a convergence of a lot of simultaneous factors. Some of them are entirely unrelated to 5e's nature or existence; social media influence explosion + long-form podcast explosion + voyeuristic cultural zeitgeist coming online + significant upgrade in capability of virtual tabletop gaming tools. However, celebrity geek culture embracing gaming (and a lot of that "coming back to") is a significant component of this which then made "geek culture mainstream/cool." 5e's design and marketing has to get its share of credit for this. Now, there is still a huge component of D&D (and certainly 5e culture) that still has a DEFEND THE BRAND AGAINST ALL COMERS (meaning a perceived conflict with indie design and influence - and this includes 4e), but I feel like that faction of D&D die-hards isn't holding the sway it once did over new players (meaning early 20 somethings or younger) trying indie games (and liking them) after playing 5e for a year or 3. However, [USER=16586]@Campbell[/USER] 's point above about AL and hobby shops exclusively filling their shelves with WotC and Paizo offerings works to countervail my paragraph immediately above...and that is a not insignificant consideration here. There are all kinds of market and cultural forces (including hobby shops desperate to survive and incapable of taking risks on other models) at work here to ensure the 800 lb gorilla only shaves off a few lbs at most. [/QUOTE]
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Is 5e's Success Actually Bad for Other Games?
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