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General Tabletop Discussion
*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
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<blockquote data-quote="HatWearingFool" data-source="post: 9841805" data-attributes="member: 54658"><p>Another issue they have is who do you want to target with a new edition?</p><p></p><p>Do you want to try to bring in new people who don’t currently play ttrpgs? How do you survey those? What does that game look like? This is how we got 4E (which I like) but didn’t go over well with existing players. </p><p></p><p>Are you catering to players that intially liked 5e but strayed away?</p><p></p><p>Are you catering to people new to the hobby ?</p><p></p><p>Are you catering to people that have been with 5e/d&d a long time and still play (the most likely to be upset with any changes)?</p><p></p><p>And I’m sure there tons of potential target groups I’m not thinking of (age, location, gender, video game players, etc).</p><p></p><p>Of course the answer almost all companies come up with is target everyone! Which almost never turns out. But any other choice means deliberately alienating groups from the start-or they certainly feel that way-and it’s an uphill battle to win them over. </p><p></p><p>But I doubt it’s up to the designers to determine the target audience. But as soon as the company tries to figure out whom it wishes to target the fan base will get suspicious of an edition change and sales will begin to fall so they have move fast. </p><p></p><p>And of course that’s ignoring the other fact that ttrpgs as currently designed don’t bring in much money. And I don’t think ttrpg designers are the people to design around that issue. </p><p></p><p>So likely WOTC needs business people to come up with a plan for a model that has higher profits and get the designers to design around that constraint space…</p><p></p><p>The ttrpg design team has an incredibly tough job ahead of it. They won’t have much time to work because sales start to fall as soon as people realize they have begun to work, they’ll be told their target audience, and they’ll be given design constraints designed for profit not enjoyment.</p></blockquote><p></p>
[QUOTE="HatWearingFool, post: 9841805, member: 54658"] Another issue they have is who do you want to target with a new edition? Do you want to try to bring in new people who don’t currently play ttrpgs? How do you survey those? What does that game look like? This is how we got 4E (which I like) but didn’t go over well with existing players. Are you catering to players that intially liked 5e but strayed away? Are you catering to people new to the hobby ? Are you catering to people that have been with 5e/d&d a long time and still play (the most likely to be upset with any changes)? And I’m sure there tons of potential target groups I’m not thinking of (age, location, gender, video game players, etc). Of course the answer almost all companies come up with is target everyone! Which almost never turns out. But any other choice means deliberately alienating groups from the start-or they certainly feel that way-and it’s an uphill battle to win them over. But I doubt it’s up to the designers to determine the target audience. But as soon as the company tries to figure out whom it wishes to target the fan base will get suspicious of an edition change and sales will begin to fall so they have move fast. And of course that’s ignoring the other fact that ttrpgs as currently designed don’t bring in much money. And I don’t think ttrpg designers are the people to design around that issue. So likely WOTC needs business people to come up with a plan for a model that has higher profits and get the designers to design around that constraint space… The ttrpg design team has an incredibly tough job ahead of it. They won’t have much time to work because sales start to fall as soon as people realize they have begun to work, they’ll be told their target audience, and they’ll be given design constraints designed for profit not enjoyment. [/QUOTE]
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Mearls has some Interesting Ideals about how to fix high level wizards.
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