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Is WOTC falling into a problem like the old TSR did
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<blockquote data-quote="Jim Hague" data-source="post: 3270784" data-attributes="member: 17550"><p>And with this single statement, you do a fine job of proving my point.</p><p></p><p></p><p></p><p>And then further it. Resources are not infinite, as you seem to believe. Thus, by splitting the available resources further and further afield, you reduce what's available for everyone.</p><p></p><p></p><p></p><p>Then I'm glad you're not in the business of making decisions for publishers. You may not care, but as with <em>any</em> hobby, introducing new people into it is <em>essential</em> for continued growth. And right now, it just ain't happening. Relying on existing groups, clubs or conventions simply isn't doing the job. A good, solid introductory system would bring a lot of new blood, and more importantly new <em>ideas</em> into the hobby.</p><p></p><p>And again, by fragmenting the base of players and purchasers (and I'm not speaking of diversity here, but tons of products covering the same ground and needlessly competing against each other), you reduce the already paper-thin slice of the gaming pie available to content producers. And at some point, you reach a state where the content producers move on. And that's not good for the hobby either.</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 3270784, member: 17550"] And with this single statement, you do a fine job of proving my point. And then further it. Resources are not infinite, as you seem to believe. Thus, by splitting the available resources further and further afield, you reduce what's available for everyone. Then I'm glad you're not in the business of making decisions for publishers. You may not care, but as with [i]any[/i] hobby, introducing new people into it is [i]essential[/i] for continued growth. And right now, it just ain't happening. Relying on existing groups, clubs or conventions simply isn't doing the job. A good, solid introductory system would bring a lot of new blood, and more importantly new [i]ideas[/i] into the hobby. And again, by fragmenting the base of players and purchasers (and I'm not speaking of diversity here, but tons of products covering the same ground and needlessly competing against each other), you reduce the already paper-thin slice of the gaming pie available to content producers. And at some point, you reach a state where the content producers move on. And that's not good for the hobby either. [/QUOTE]
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