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<blockquote data-quote="Shemeska" data-source="post: 5321499" data-attributes="member: 11697"><p>1) Initially I sit down and look at how the brand is doing before deciding on anything for the future. What is our market share now, and how does it compare to during the 3.x period? What is the overall size of the player base now versus what it was during the 3.x period? If the market has shrunk, how much is due to the economy and how much isn't?</p><p></p><p>If we've lost market share and player base, we've done something wrong and we need to address that fact without ego. If our market share dropped with 4e, we need to determine if we can advertise our way out of it, or if we need to change direction, possibly in a major way. If that requires an early WotC Christmas IYKWIMAITYD so be it. Of the folks still on board after the past few years, put Rich Baker and Bruce Cordell into creative positions on D&D proper, with most everyone else up in the air pending how the economics of the current edition look and willingness to pull a mea culpa if we have to turn things around.</p><p></p><p>2) Gut the DDI and its management. Start over with a team large enough to handle the updates in timely fashion and another team to handle the development of new material. If the market will support those features that haven't been worked on since the 4e launch, assign people to work on them, and pray to all heck that Hasbro doesn't flip out when they see you going down that road again.</p><p></p><p>3) Invest in our IP. Settings and fluff are what ensure the future and continued success of the D&D brand and IP, not the crunch treadmill. We have to inspire people to start, continue, and play in home campaigns. People that we can inspire are the people who bring new people into D&D in the first place, and they're the people that we're going to be drawing in as new writers in the future. Nobody ever read a dry, boring as sin rulebook and wanted to immediately go out and write 2k pages of character history, setting material, etc. Well written and evocative flavor needs to be at the center of our future releases.</p><p></p><p>Flowers don't grow unless you feed, nuture, and water them. Gamers and the gaming community is the same way.</p><p></p><p>Never again should game mechanics be any driving force towards retcons and abrupt changes to the flavor and atmosphere of a setting. It's poor design, it's creatively bankrupt, and it pisses off the people who draw other players into a given setting.</p><p></p><p>4) Don't use the RPGA as any sort of primary pool for playtesting. Expand any playtesting pool beyond that, potentially using open playtesting that doesn't require $ for people to playtest our stuff for us (DDI subs, etc).</p><p></p><p>5) Bring back printed Dragon and Dungeon magazines, and bring them back to being testbeds to cultivate new and future creative talent for the game. Don't use them as a house organ full of paid previews that routinely looks like an afterthought with questionable playtesting.</p></blockquote><p></p>
[QUOTE="Shemeska, post: 5321499, member: 11697"] 1) Initially I sit down and look at how the brand is doing before deciding on anything for the future. What is our market share now, and how does it compare to during the 3.x period? What is the overall size of the player base now versus what it was during the 3.x period? If the market has shrunk, how much is due to the economy and how much isn't? If we've lost market share and player base, we've done something wrong and we need to address that fact without ego. If our market share dropped with 4e, we need to determine if we can advertise our way out of it, or if we need to change direction, possibly in a major way. If that requires an early WotC Christmas IYKWIMAITYD so be it. Of the folks still on board after the past few years, put Rich Baker and Bruce Cordell into creative positions on D&D proper, with most everyone else up in the air pending how the economics of the current edition look and willingness to pull a mea culpa if we have to turn things around. 2) Gut the DDI and its management. Start over with a team large enough to handle the updates in timely fashion and another team to handle the development of new material. If the market will support those features that haven't been worked on since the 4e launch, assign people to work on them, and pray to all heck that Hasbro doesn't flip out when they see you going down that road again. 3) Invest in our IP. Settings and fluff are what ensure the future and continued success of the D&D brand and IP, not the crunch treadmill. We have to inspire people to start, continue, and play in home campaigns. People that we can inspire are the people who bring new people into D&D in the first place, and they're the people that we're going to be drawing in as new writers in the future. Nobody ever read a dry, boring as sin rulebook and wanted to immediately go out and write 2k pages of character history, setting material, etc. Well written and evocative flavor needs to be at the center of our future releases. Flowers don't grow unless you feed, nuture, and water them. Gamers and the gaming community is the same way. Never again should game mechanics be any driving force towards retcons and abrupt changes to the flavor and atmosphere of a setting. It's poor design, it's creatively bankrupt, and it pisses off the people who draw other players into a given setting. 4) Don't use the RPGA as any sort of primary pool for playtesting. Expand any playtesting pool beyond that, potentially using open playtesting that doesn't require $ for people to playtest our stuff for us (DDI subs, etc). 5) Bring back printed Dragon and Dungeon magazines, and bring them back to being testbeds to cultivate new and future creative talent for the game. Don't use them as a house organ full of paid previews that routinely looks like an afterthought with questionable playtesting. [/QUOTE]
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