D&D 5E L&L - D&D Next Goals, Part One

Doesn't matter if you think Monopoly is boring, It sells. Compare those prices you listed to Candyland, Trouble, Sorry and a few other titles and get back with us.
Hmmm... I'm not so sure about that. Surely we should compare appropriate price points for a solid D&D boxed set with price points for games that have similarish distribution volumes?

  • Small World had sold 120 thousand units as of May 2011.
  • Settler of Catan had sold a total of 1.7 million units up to the end of 2008.
  • Carcasonne has sold an estimate 3 million units to date (not sure how current that is).
  • Risk sold 40 million units between 1959 and 2002.
  • Monopoly has sold an estimated 275 million units as of November 2010.

So that's a heck of a spread in terms of sales volumes. Clearly, the greater the volumes, the cheaper the price point can be.

I confess that those figures are not terribly helpful because those are total sales, rather than current annual sales. But where on that spectrum would D&D fit?
 

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For comparison, here are some "basic" board games that you should be able to find in Target, Wal-Mart, Barnes & Nobles, etc. (Except for Lords of Waterdeep)


Settlers of Catan, $42.
Carcassonne, $30
Ticket to Ride, $50
Dominion, $45
Smallworld $50
Lords of Waterdeep, $50
Forbidden Island, $17
Dungeon, $20
Monopoly, $18-$25
Risk, $30-$60

Except Monopoly and Risk, I don't personally know anybody who ever bought any of the other games in this list and wasn't already a gamer.

Dungeons & Dragons has much more potential because millions of people at least have heard the name. Should they succeed at creating a <50e complete game product of D&D and support it with good marketing, it could definitely bring in a lot of people.

A good marketing move could be to release the game for 2014 Xmas rather than GenCon, and run commercial on television channels, re-branding the image to a less nerd/geek and more family-friendly. There's a lot of people now in their 30s-40s who haven't touched games since they were in college, and now have children mature enough for a "serious" but fun game... how powerful could be a marketing campaign aimed at re-imaging D&D as a game that makes parents share time with their offspring, fostering their creativity and even serve as educational? It's much more clever than most console games, it encourages problem-solving and thinking-out-of-the-box, it develops skills at reading and handling logical rules, and the parents can even use it to toss in some ethical lessons to their children.

Granted, this is far from how the stereotypical D&D nerd plays the game of hoarding as many books as possible, rules-lawyering to death at the table, woot-drooling for power boosts to "win" the game, and complaining that everything is broken and unbalanced, but he can still play that kind of game with his pals using the same books, without keeping the rest of the world out of it.
 

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the stereotypical D&D nerd plays the game of hoarding as many books as possible, rules-lawyering to death at the table, woot-drooling for power boosts to "win" the game, and complaining that everything is broken and unbalanced.....

I LOLed. Sad, but true.
 

But if this product will be the core, it means that PHB+DMG+MM will not include again the material of this single core book (otherwise what's the point of the article?), thuseveryone will need to buy it. The hardcore gamers won't be able to skip this.

Interesting historical case, even though it's (hopefully!) only anecdotical:

The most important German FRP Das Schwarze Auge (English version called The Dark Eye) published the third edition as an entry-level Basic Set, followed by four different sets making up the full game. The Basic Set was so stripped down, leaving out even elemantary rules like skills (an integral part of Das Schwarze Auge) that no roleplayer would have ever considered buying it. The only problem was that the experienve point vs. level chart, a not to be neglected element in a class and level based game, was only everprinted in the Basic Set. And this was in the time before the Internet...
 

Let's put the whole "boxed" game issue to the side for the moment and let's look at it purely from a book perspective.

Past history for the game was three core books (Player's Handbook, Dungeon Master's Guide, Monster Manual) for about $100 total. That gave you the rules to create everything you needed to run your 20 or 30 level campaign for years, and it was expected that your prototypical D&D gamer was going to buy all three of those books. One book for creating characters and the rules of the game, one book for instruction on how to run the game, and one book with the enemies needed to face in the game.

Now... how else could you arrange this information? Doing it in such a way that you only needed ONE book to actually run a basic game campaign (used to get new players into the fold)... with the OTHER TWO books meant to expand the game up to the level which your prototypical D&D players would come to expect? So that if you were to buy all 3 books... you'd get all the same information you would have gotten in the previous editions?

As an example:

Book One: The Dungeons & Dragons Game

- Character creation up to Level 10 for the Human, Elf, Dwarf, Halfling / Fighter, Rogue, Cleric, Wizard, Martial and Skill dice defaulted to a set average number as a basic bonus to damage/skills, a fair sized spell list, and no Backgrounds or Specialties.

- Basic Equipment.

- Rules of Gameplay - Ability checks for exploration & interaction, and combat rules.

- "DM Section" - how to narrate, how to adjudicate decisions, how to create encounters, how to give out treasure (with a very basic treasure list).

- "Monster Section" - a single BASIC statblock for each of the main monsters in the game (like all the main humanoids, undead, dragon, giant etc.)

- Starting town and introductory adventure, plus ways to expand that out to create a "campaign".


Book Two: Advanced Dungeons & Dragons Player's Handbook

- Character creation up to Level 20 for all the additional races / classes / multi-classing, plus Levels 11-20 for the Core Four of the first book. Expanded spell lists, rituals, additional modules for Backgrounds, Specialties (plus feats), Maneuvers, Domains, Schemes, Traditions etc.

- Expanded equipment lists and modules on different ways to use equipment, encumbrance.

- Rules of Gameplay additional modules - Ability checks using skills, variant healing and damage rules, variant death and dying rules, air combat, underwater combat, expanded stealth and perception.


Book Three: Advanced Dungeons & Dragons Dungeon Master's Guide

- additional modules for campaign building, deity pantheons, cosmology

- expanded tactical combat module for using grids and miniatures

- methods for exchanging / replacing modules within the game to create the type of campaign you want (including instructions on how to select which rules and modules to recreate versions of each previous edition)

- statblocks of additional monsters PLUS extra "elite" statblocks of monsters from Book One that have more interesting options to use as bosses etc. over the basic ones.

- statblocks and rules for traps and terrain

- additional and expanded magical items


And there you have it. The exact same info you would have gotten in your three core books in all the previous editions... EXCEPT the way they are presented is different. And no information is ever repeated in any book. The only difference is that a player could just buy Book One and stop... because that would be all that is necessary for he/she and friends to play D&D games to Level 10 for as many years as they want. But... if they find they really like the game and want MORE... they have those two Advanced books to give them all that extra stuff they might want.

And all us D&D experienced players and grognards? Well... we were going to be buying all three core books ANYWAY right from the beginning... so doing so again is no problem. The only thing that would take some time for us to get used to is the fact that not every rule /spell / monster is going to be found together in a single book. We will need to occasionally go to a second one.

But here's the thing (and yes, I'm giving WotC a big benefit of the doubt here)...

What if WotC realizes this? And they specific design their PDF and E-Reader versions of the books such that if you bought all three... they would rearrange themselves electronically so that all requisite sections get put together? Because by the time D&DN gets released... I think the laptop/tablet/e-reader market will have expanded to the point where there's a good chance that electronic users will outnumber the hardcover users. And thus... going that little bit extra to make their electronic options adaptable seems like a smart and good idea.

Throw in the D&DNext version of D&D Insider (where all the Character Builder, Monster Builder, Adventure Builder, Rules Compendium stuff is stored and accessed), and there again the idea that certain parts of the rules got split up over two hardcover books is completely ameliorated.

Now WILL any of this happen? No idea. But it's certainly not an impossibility. And it gets us what we want... a single core book that gives players a complete game (which can then be expanded upon with two additional advanced ones.)
 


I have regularly borrowed and loaned and traded-for-the-time-of-the-game MTG decks.
I'm not talking about borrowing a card from a friend and returning it later. I mean an opponent. Someone sitting across the table from you, playing the same game, same deck.In D&D, many people can use one resource at the same time in the same game. I don't think that works in Magic.
 


I'm not talking about borrowing a card from a friend and returning it later. I mean an opponent. Someone sitting across the table from you, playing the same game, same deck.In D&D, many people can use one resource at the same time in the same game. I don't think that works in Magic.

Sure, but even if we're talking about every player requiring their own decks, for the $100 price tag of the traditional PHB/DMG/MM combo, you can have decks for a huge game.

Ideally we should be able to have a D&D product that is affordable enough that a person can buy it on a whim. Every player at a table should be able to have their own "core books" without massive investment in the game.
 

Ideally we should be able to have a D&D product that is affordable enough that a person can buy it on a whim. Every player at a table should be able to have their own "core books" without massive investment in the game.

Isn't that the big advantage of this model? The new/"casual" players can plop down $10-20 for the "Dungeons and Dragons" box, which will give them all the dice, rules, and character sheets they'll need to play a "basic" character. If they want to play a more advanced class or race, they can spend another $20-$30 for the PHB, or share with a friend. Even in prior editions, I don't think anyone but the DM really needed the MM and DMG.
 

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