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*Dungeons & Dragons
L&L - D&D Next Goals, Part One
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<blockquote data-quote="delericho" data-source="post: 6070576" data-attributes="member: 22424"><p>Producing a single product as the base set for <em>everyone</em> to start with is almost certainly the right approach. The simple truth is that in-print products are already a marginal proposition, and will only become less attractive as an offering as years go by. That being the case, they should probably aim to a small number of big selling items. And they need to avoid competing with themselves at all costs - don't have both a crippleware boxed set and a PHB containing the 'real game'.</p><p></p><p>That being the case, their optimum strategy may well be to have a single, deluxe boxed set that is "Dungeons & Dragons" (possibly including a single "Core Rulebook" that they could then also sell separately - but if they do this, the key is that it must be <em>the same</em> CR in both cases), and thereafter look to convert as many people as possible into DDI subscribers. Any additional in-print support should probably come after the same material has been on DDI for some time (if at all) - this allows them to sort out the necessary errata before the book goes to print (whereas 4e did the opposite, quickly rendering the printed books obselete).</p><p></p><p></p><p></p><p>The 4e Red Box really isn't a terribly good product. A much better boxed set might well be more successful.</p><p></p><p></p><p></p><p>WotC estimate that there are maybe 6 million active gamers, and some 20 million people who have <em>ever</em> played D&D. How many days do Walmart take to serve that many people? Is it as much as one week?</p><p></p><p><em>That's</em> why they're always interested in going for non-hobbyists - we're a drop in the ocean, at best.</p><p></p><p>Of course...</p><p></p><p></p><p></p><p>There's a rather worrying possible explanation for this: the D&D brand is sufficiently interesting, and the <em>idea</em> of the game sufficiently interesting that lots of people are willing to give it a try. But once they experience the <em>reality</em> of the game, huge numbers of them find it's just not for them, and walk away.</p><p></p><p>And that's why lots of people try the game out, but very few 'graduate'.</p></blockquote><p></p>
[QUOTE="delericho, post: 6070576, member: 22424"] Producing a single product as the base set for [i]everyone[/i] to start with is almost certainly the right approach. The simple truth is that in-print products are already a marginal proposition, and will only become less attractive as an offering as years go by. That being the case, they should probably aim to a small number of big selling items. And they need to avoid competing with themselves at all costs - don't have both a crippleware boxed set and a PHB containing the 'real game'. That being the case, their optimum strategy may well be to have a single, deluxe boxed set that is "Dungeons & Dragons" (possibly including a single "Core Rulebook" that they could then also sell separately - but if they do this, the key is that it must be [i]the same[/i] CR in both cases), and thereafter look to convert as many people as possible into DDI subscribers. Any additional in-print support should probably come after the same material has been on DDI for some time (if at all) - this allows them to sort out the necessary errata before the book goes to print (whereas 4e did the opposite, quickly rendering the printed books obselete). The 4e Red Box really isn't a terribly good product. A much better boxed set might well be more successful. WotC estimate that there are maybe 6 million active gamers, and some 20 million people who have [i]ever[/i] played D&D. How many days do Walmart take to serve that many people? Is it as much as one week? [i]That's[/i] why they're always interested in going for non-hobbyists - we're a drop in the ocean, at best. Of course... There's a rather worrying possible explanation for this: the D&D brand is sufficiently interesting, and the [i]idea[/i] of the game sufficiently interesting that lots of people are willing to give it a try. But once they experience the [i]reality[/i] of the game, huge numbers of them find it's just not for them, and walk away. And that's why lots of people try the game out, but very few 'graduate'. [/QUOTE]
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L&L - D&D Next Goals, Part One
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