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Mike Mearls interview - states that they may be getting off of the 2 AP/year train.
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<blockquote data-quote="CapnZapp" data-source="post: 7076415" data-attributes="member: 12731"><p>The business of tabletop rpgs is simple. There is no business.</p><p></p><p>Any rpg line that benefits customers (rather than corporate pipe dreams) will be published by a small outfit with no dreams of real profit (on the corporate scale). </p><p></p><p>As soon as "business" enters the equation, the market becomes a liability rather than an asset. You simply can't sell your customers several hundred man-hours worth of entertainment for $40 and expect to do business; yet, that is exactly what tabletop rpgs are all about.</p><p></p><p>Cue one failed attempt to change fundamentals after the other:</p><p>- entice gamers with power creep (i.e. "pay to play")</p><p>- make the game "open" so other companies are fooled into publishing your loss-leaders for you</p><p>- turn it into a boardgame with cards and dice and other physical deitrus that can be sold</p><p>- integrate computer tools, sucking the customer base into a subscription service</p><p></p><p>None of this crap benefits us gamers. </p><p></p><p>About the only strategy with any modicum of success has been The Reboot - where every so often a completely new edition comes out. But that is not enough, and carries its own set of risks.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7076415, member: 12731"] The business of tabletop rpgs is simple. There is no business. Any rpg line that benefits customers (rather than corporate pipe dreams) will be published by a small outfit with no dreams of real profit (on the corporate scale). As soon as "business" enters the equation, the market becomes a liability rather than an asset. You simply can't sell your customers several hundred man-hours worth of entertainment for $40 and expect to do business; yet, that is exactly what tabletop rpgs are all about. Cue one failed attempt to change fundamentals after the other: - entice gamers with power creep (i.e. "pay to play") - make the game "open" so other companies are fooled into publishing your loss-leaders for you - turn it into a boardgame with cards and dice and other physical deitrus that can be sold - integrate computer tools, sucking the customer base into a subscription service None of this crap benefits us gamers. About the only strategy with any modicum of success has been The Reboot - where every so often a completely new edition comes out. But that is not enough, and carries its own set of risks. [/QUOTE]
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Mike Mearls interview - states that they may be getting off of the 2 AP/year train.
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