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Community
General Tabletop Discussion
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My Opinion of WOTC's Digital Initative and the current events
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<blockquote data-quote="Najo" data-source="post: 3477072" data-attributes="member: 9959"><p>I agree. For example, you can keep Dungeon and Dragon as in-print magazines (like Monte Cook pointed out) for the advertising alone, plus they bring in revenue from advertisers (which likely paid for the magazine on its own I am sure). The content in the magazines could then be placed on the digital initiative as a alternative to having printed material for those customers who want them. Same work, more profit from advertisers, no angry mobs and the benefit of the online versions (searchable content?).In fact, I could see people subscribing to the magazines and the online versions to if they had additional features.</p><p></p><p></p><p></p><p>The post above speaking about corpse runs in MMOs I think is a key area D&D can differ itself from MMOs. Most MMO players do not know about D&D and what it offers. They do not know how to start playing, and they do not want to because of all the upfront work of learning a complicated game, getting people together, planning adventures and running them. They are never shown the magic of the game, the imagination and excitement involved. The trick is making all that happen without taking away the depth and choices for the advanced gamers, which all of your players eventually become. That is what makes D&D a lifestyle and a hobby. The depth of the game. </p><p></p><p>If I was in charge of the D&D brand I would make sure the core rules were streamlined and accessible (as we been talking about), that you use the online to support the community and give options to the player base. I would find a way to build our DMs up, improve them, then turn the outgoing ones into outriders (that go out and promote the game to new players) likely with a cool incentive program. Then I would make sure that every D&D release gave players more choice that they want, that the books encourage imagination and that they were easy to find rules within. It all comes down to the visual design approach. I have read plenty of material on marketing and graphic design, and know that there are ways to achieve presenting complicated information in easy manners or organizing material for players to find easier.</p><p></p><p>Finally, I would bring back the settings. Dark Sun, Planescape, Brightright, Spelljammer, Ravenloft. All of those are awesome if developed properly. I think D&D is missing the boat on official settings that are not your typical run of the mill fantasy. They try to cram everything into each of their worlds and they all feel similar because of it. I don't think you produce a lot of material for the settings, but a hardbound full-color core book and then OFFICIAL support online and in the Dragon and Dungeon would be enough. The more popular ones could get the ebberron and forgotten realms treatment.</p></blockquote><p></p>
[QUOTE="Najo, post: 3477072, member: 9959"] I agree. For example, you can keep Dungeon and Dragon as in-print magazines (like Monte Cook pointed out) for the advertising alone, plus they bring in revenue from advertisers (which likely paid for the magazine on its own I am sure). The content in the magazines could then be placed on the digital initiative as a alternative to having printed material for those customers who want them. Same work, more profit from advertisers, no angry mobs and the benefit of the online versions (searchable content?).In fact, I could see people subscribing to the magazines and the online versions to if they had additional features. The post above speaking about corpse runs in MMOs I think is a key area D&D can differ itself from MMOs. Most MMO players do not know about D&D and what it offers. They do not know how to start playing, and they do not want to because of all the upfront work of learning a complicated game, getting people together, planning adventures and running them. They are never shown the magic of the game, the imagination and excitement involved. The trick is making all that happen without taking away the depth and choices for the advanced gamers, which all of your players eventually become. That is what makes D&D a lifestyle and a hobby. The depth of the game. If I was in charge of the D&D brand I would make sure the core rules were streamlined and accessible (as we been talking about), that you use the online to support the community and give options to the player base. I would find a way to build our DMs up, improve them, then turn the outgoing ones into outriders (that go out and promote the game to new players) likely with a cool incentive program. Then I would make sure that every D&D release gave players more choice that they want, that the books encourage imagination and that they were easy to find rules within. It all comes down to the visual design approach. I have read plenty of material on marketing and graphic design, and know that there are ways to achieve presenting complicated information in easy manners or organizing material for players to find easier. Finally, I would bring back the settings. Dark Sun, Planescape, Brightright, Spelljammer, Ravenloft. All of those are awesome if developed properly. I think D&D is missing the boat on official settings that are not your typical run of the mill fantasy. They try to cram everything into each of their worlds and they all feel similar because of it. I don't think you produce a lot of material for the settings, but a hardbound full-color core book and then OFFICIAL support online and in the Dragon and Dungeon would be enough. The more popular ones could get the ebberron and forgotten realms treatment. [/QUOTE]
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