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Mike Mearls Talks (er, Tweets) About the Industry
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<blockquote data-quote="Jeff Carlsen" data-source="post: 7674063" data-attributes="member: 61749"><p>This is a pretty solid description. The big stories do work like this, in some regard. Each is its own loop, and has supplemental products. Some directly for the game, such as the miniatures, plus others such as MMO updates, comics, novels, etc.</p><p></p><p>Paizo does even more of this, offering all sorts of products in support of each adventure path, plus making each path six separate volumes. Each path is an entry point and an opportunity to spend money.</p><p></p><p>This aspect of the 5E model is solid. But, there are people who use material more quickly. Perhaps they mostly play a few levels at at time. Or they play in a lot of games. Something about their playstyle causes them to be able to consume content far more quickly.</p><p></p><p>As a DM who creates their own adventures, the loops are far smaller. Each session, in a way, is its own loop. I can consume lots of small adventures, plot ideas, monsters, magic items, and other tools used in adventure design.</p><p></p><p>There is still a gap that the big stories don't fill which isn't being addressed. At least, not by WotC. To some extent that's okay. And I do believe we'll see occasional products outside of the big stories. But he's right. It's in years 2 and 3 that a majority of players will be really interested in new material. Which would be a really good time for a published Unearthed Arcana.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 7674063, member: 61749"] This is a pretty solid description. The big stories do work like this, in some regard. Each is its own loop, and has supplemental products. Some directly for the game, such as the miniatures, plus others such as MMO updates, comics, novels, etc. Paizo does even more of this, offering all sorts of products in support of each adventure path, plus making each path six separate volumes. Each path is an entry point and an opportunity to spend money. This aspect of the 5E model is solid. But, there are people who use material more quickly. Perhaps they mostly play a few levels at at time. Or they play in a lot of games. Something about their playstyle causes them to be able to consume content far more quickly. As a DM who creates their own adventures, the loops are far smaller. Each session, in a way, is its own loop. I can consume lots of small adventures, plot ideas, monsters, magic items, and other tools used in adventure design. There is still a gap that the big stories don't fill which isn't being addressed. At least, not by WotC. To some extent that's okay. And I do believe we'll see occasional products outside of the big stories. But he's right. It's in years 2 and 3 that a majority of players will be really interested in new material. Which would be a really good time for a published Unearthed Arcana. [/QUOTE]
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