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Mike Mearls Talks (er, Tweets) About the Industry
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<blockquote data-quote="DEFCON 1" data-source="post: 7674049" data-attributes="member: 7006"><p>The "multiple lines" thing was what TSR did back in the '80s and contributed to their downfall. It won't work. It takes too much time and manpower to design ,write, and produce multiple lines of "individual" games for all the different settings, all to grab an audience that is barely big enough to sustain itself. That's exactly why they produce the one core game with the "expansions" being the products for each setting (if and when they get around to producing them.)</p><p></p><p>As far as FATE or Savage Worlds starting the "Settlers" movement for RPGs, I'd disagree with that. Mainly because the Settlers et. al. style of "strategy-centric" board games completely supplanted that which came before them. "Gamers" started playing the Euro-games almost exclusively, and all the previous "populist" board games (like Monopoly, Clue, Stratego, Risk etc.) completely fell by the wayside for them. Those were still popular with families and the general population, but the hardercore "gamer" made a complete switch. Whereas we <em>haven't</em> seen a similar evolution of roleplaying gamers over to the FATE/Savage World style of RPG. That is still very much a niche. Now yes, the mechanics they (and other indie games) introduced involving things like "aspects" and the like, have been incorporated into other games... but the games themselves haven't supplanted the ones that came before. You'd be hard-pressed to make the case that the hardcore "gamers" of the RPG set have made the full transition over to FATE, Savage Worlds, or the other indie-style games. And in fact, I'd say that more hardcore roleplayers still play D&D and/or Pathfinder moreso than most other RPGs combined.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7674049, member: 7006"] The "multiple lines" thing was what TSR did back in the '80s and contributed to their downfall. It won't work. It takes too much time and manpower to design ,write, and produce multiple lines of "individual" games for all the different settings, all to grab an audience that is barely big enough to sustain itself. That's exactly why they produce the one core game with the "expansions" being the products for each setting (if and when they get around to producing them.) As far as FATE or Savage Worlds starting the "Settlers" movement for RPGs, I'd disagree with that. Mainly because the Settlers et. al. style of "strategy-centric" board games completely supplanted that which came before them. "Gamers" started playing the Euro-games almost exclusively, and all the previous "populist" board games (like Monopoly, Clue, Stratego, Risk etc.) completely fell by the wayside for them. Those were still popular with families and the general population, but the hardercore "gamer" made a complete switch. Whereas we [i]haven't[/i] seen a similar evolution of roleplaying gamers over to the FATE/Savage World style of RPG. That is still very much a niche. Now yes, the mechanics they (and other indie games) introduced involving things like "aspects" and the like, have been incorporated into other games... but the games themselves haven't supplanted the ones that came before. You'd be hard-pressed to make the case that the hardcore "gamers" of the RPG set have made the full transition over to FATE, Savage Worlds, or the other indie-style games. And in fact, I'd say that more hardcore roleplayers still play D&D and/or Pathfinder moreso than most other RPGs combined. [/QUOTE]
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Community
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Mike Mearls Talks (er, Tweets) About the Industry
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