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*Dungeons & Dragons
On gatekeeping and the 'live-streaming edition wars'
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<blockquote data-quote="3catcircus" data-source="post: 7894802" data-attributes="member: 16077"><p>An interesting point. Let's say - not D&D fans. Let's say we're talking about (pick any sport) fans. Do the fans get to decide what direction the sports go? Sure - in some cases, a small minority of outspoken fans can drive fearful team owners or advertisers to implement rules changes - and look at the results. Fewer hockey fights (angering fans and players). NFL rules increasingly treating QBs with kid gloves (angering fans and players). In many cases, rules changes that are believed to be "because the fans demand it" anger the players (the ones who have to actually adhere to the rules).</p><p></p><p>People can be D&D fans all they want, but if they never play, they shouldn't have a greater voice as to which products get published than those who actually play. Why even bother putting out a survey every year if you're just going to "publish this book because Twitch/YouTube?" You may sell that to the "fans" but the "players" will go elsewhere if their desires aren't being addressed. </p><p></p><p>I'd like to know the following things, which should be considered when we talk about "gatekeeping" and fans fs players:</p><p></p><p>1. How many of Critical Role's social media subscribers are actual butts-in-seats eyes-on-screen people vs. bots or sockpuppets.</p><p>2. What is the breakdown of the 88000 or so people who supported their kickstarter (i.e. did most people give a little bit, or were there a few high net worth individuals who contributed the bulk of the funding?) It's vastly different to say 88000 people contributed $11.4M and the average was $250 than it is to say that 87500 people donated an average of $20 and 500 people contributed an average of $20000 to get to that $11.4M.</p><p>3. Of the people who watch Critical Role's streams, how many of them also play, and how many of <em>those</em> also pay to subscribe and contributed to the kickstarter.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 7894802, member: 16077"] An interesting point. Let's say - not D&D fans. Let's say we're talking about (pick any sport) fans. Do the fans get to decide what direction the sports go? Sure - in some cases, a small minority of outspoken fans can drive fearful team owners or advertisers to implement rules changes - and look at the results. Fewer hockey fights (angering fans and players). NFL rules increasingly treating QBs with kid gloves (angering fans and players). In many cases, rules changes that are believed to be "because the fans demand it" anger the players (the ones who have to actually adhere to the rules). People can be D&D fans all they want, but if they never play, they shouldn't have a greater voice as to which products get published than those who actually play. Why even bother putting out a survey every year if you're just going to "publish this book because Twitch/YouTube?" You may sell that to the "fans" but the "players" will go elsewhere if their desires aren't being addressed. I'd like to know the following things, which should be considered when we talk about "gatekeeping" and fans fs players: 1. How many of Critical Role's social media subscribers are actual butts-in-seats eyes-on-screen people vs. bots or sockpuppets. 2. What is the breakdown of the 88000 or so people who supported their kickstarter (i.e. did most people give a little bit, or were there a few high net worth individuals who contributed the bulk of the funding?) It's vastly different to say 88000 people contributed $11.4M and the average was $250 than it is to say that 87500 people donated an average of $20 and 500 people contributed an average of $20000 to get to that $11.4M. 3. Of the people who watch Critical Role's streams, how many of them also play, and how many of [I]those[/I] also pay to subscribe and contributed to the kickstarter. [/QUOTE]
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