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<blockquote data-quote="BryonD" data-source="post: 6366114" data-attributes="member: 957"><p>I think the "greying" issue can be viewed inaccurately. </p><p>While most of the 1980s "kids" who played have moved on, there are still a lot more in the 40s to 60s crowd "still playing" then there were players in that age range back then. (Not at all saying it was close to zero then).</p><p></p><p>So the overall market is "greying" . This doesn't mean that kids are not still coming into the hobby. I doubt the rate is quite the same simply because there are more alternatives. </p><p></p><p>I also think there is an issue with the whole MMO things because both sides seem to spin the information in a way that doesn't work out. Clearly, WotC was looking to grow their D&D fan base by looking at the vast number of people pretending to be an elf in WOW. This may be a good aspiration, but it was deeply flawed to think that a person eager to engage virtual empowerment in a quasi-anonymous environment would be at all interested in playing make believe around a table. Obviously some fraction would, but I believe that fraction was no different than it always has been. In other words, the great, majority of their fanbase from MMOs was ALREADY in their fan base. I'm sure there are exceptions, there are always people who have slipped through the cracks and "discover" the hobby later in life. Some WOW players almost certainly came into the hobby. But the numbers were not meaningful to the totals. The portion of the population playing TTRPGs hasn't changed. (and won't short term)</p><p></p><p>But it did create an expectation that some people still cling to.</p><p>It also created some perception that D&D was "becoming WOW", which IMO is also completely unfiar. But there you have it.</p><p></p><p>I agree that a strongly successful D&D brand would be some a clear net positive for the hobby. But not all that much. In the end the "flop" of 4E didn't kill the hobby. It didn't come close. If WotC and Paixzo both closed shop tomorrow there would be chaos in our little teapot. It would be a weird year or two. And then we would all* be playing old school and new games. (* - "all" equals about the same number with some losses and some off-setting gains)</p><p></p><p>5E is clearly a huge event at launch. So was 4E. Speculation is pretty much useless (though fun <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ).</p><p>Ask again in 30 months</p></blockquote><p></p>
[QUOTE="BryonD, post: 6366114, member: 957"] I think the "greying" issue can be viewed inaccurately. While most of the 1980s "kids" who played have moved on, there are still a lot more in the 40s to 60s crowd "still playing" then there were players in that age range back then. (Not at all saying it was close to zero then). So the overall market is "greying" . This doesn't mean that kids are not still coming into the hobby. I doubt the rate is quite the same simply because there are more alternatives. I also think there is an issue with the whole MMO things because both sides seem to spin the information in a way that doesn't work out. Clearly, WotC was looking to grow their D&D fan base by looking at the vast number of people pretending to be an elf in WOW. This may be a good aspiration, but it was deeply flawed to think that a person eager to engage virtual empowerment in a quasi-anonymous environment would be at all interested in playing make believe around a table. Obviously some fraction would, but I believe that fraction was no different than it always has been. In other words, the great, majority of their fanbase from MMOs was ALREADY in their fan base. I'm sure there are exceptions, there are always people who have slipped through the cracks and "discover" the hobby later in life. Some WOW players almost certainly came into the hobby. But the numbers were not meaningful to the totals. The portion of the population playing TTRPGs hasn't changed. (and won't short term) But it did create an expectation that some people still cling to. It also created some perception that D&D was "becoming WOW", which IMO is also completely unfiar. But there you have it. I agree that a strongly successful D&D brand would be some a clear net positive for the hobby. But not all that much. In the end the "flop" of 4E didn't kill the hobby. It didn't come close. If WotC and Paixzo both closed shop tomorrow there would be chaos in our little teapot. It would be a weird year or two. And then we would all* be playing old school and new games. (* - "all" equals about the same number with some losses and some off-setting gains) 5E is clearly a huge event at launch. So was 4E. Speculation is pretty much useless (though fun :) ). Ask again in 30 months [/QUOTE]
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