Paizo Inc. Names Industry Veteran Christian Moore as First Chief Growth Officer

25‑year gaming and marketing leader to steer data-driven global growth for all Paizo brands.
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Paizo Inc. today announced the appointment of Christian Moore as its first chief growth officer (CGO). In this newly created role, he will be responsible for driving worldwide revenue growth through his management of the sales, ecommerce, marketing, and licensing teams.

A data-first brand architect with more than 25 years’ experience combining creativity with analytical rigor, Moore most recently served as Managing Director at Exemplar Holdings, where he drove consistent 19 percent year-over-year growth across the firm’s portfolio. He began his career in gaming, founding Last Unicorn Games and selling it to Wizards of the Coast, later becoming Wizards’ inaugural d20 Games Creative Director and VP of Product Development at Decipher.

Beyond gaming, he has held C-suite, ownership, and advisory roles for brands in entertainment, consumer goods, healthcare, and technology. Under Moore’s leadership, Paizo will lead analytics‑driven initiatives to enhance the player experience and deepen one-to-one engagement with the brands.

“Christian blends lifelong tabletop DNA with deep insights for growing brands like ours,” said Jim Butler, CEO of Paizo Inc. “His ability to unite creative vision with analytical discipline will help us reach new players and unlock fresh opportunities for Pathfinder®, Starfinder®, and worlds yet to come.”

As CGO, Moore will also spearhead Paizo’s core growth engines—encompassing digital marketing, hobby and book trade sales, consumer insights, licensing, ecommerce, and strategic partnerships—driving the company’s push into new platforms, regions, and opportunities.

“Paizo’s commitment to community and creativity resonates deeply with me,” Moore remarked. “I’m excited to pair the team’s storytelling genius with insight-led growth strategies and analytics as we continue to delight current fans while welcoming the next generation of adventurers.”

Moore holds an M.B.A. from Olin Business School at Washington University in St. Louis, an M.S. in Integrated Marketing Communications from Northwestern University, and a B.A. in literature from Princeton University.

Together, Moore and Paizo seek to blend analytics and artistry to broaden reach, deepen community bonds, and enrich player experiences on every platform.
 

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Dawn Dalton

Dawn Dalton


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So for those of us not particularly well versed in corporate structure, what does this mean? Why is it a good thing?
I assume it means looking for ways to spread into new markets, and appeal to new sections of consumers that previously had no interest in your product/didn't know your product existed.
 


I've thought of something similar.

Take 5E, rewrite the classes and 3.5 levels of healing overnight ( 1/hp per level iirc).
I'm about to start playing in my first 3.5 game in more than a decade and was pondering quietly to myself what, if any, merit there would be to something like this (Including a number crunch like Payn also wanted to fit within the realms of bounded accuracy) but honestly, I just don't think it's worth it when 5e already exists.

It's hard to go back and grok some of the things that made 3.5 fun; That's not to say that they aren't still or couldn't be, but trying to ask myself why martials get iterative attacks at higher BABs as well as why the iteratives need to come at a penalty, or how to crunch the math on every effect that formerly gave + or -1 to something to make them useful without just giving more tiny bonuses you have to keep track of is...not daunting, but something that invokes a bit more ennui?

Thankfully players (and to a lesser extent the actual designers with the 2024 rewrite) have solved the 5-minute adventuring day issue by figuring out a good mix of encounter, rest, encounter that engages players. It's just a matter if everything else about 3.5 is worth reconciling with tweaks, and so far I've drawn a lot of blanks on what should be simple yes or no queations.
 

I'm about to start playing in my first 3.5 game in more than a decade and was pondering quietly to myself what, if any, merit there would be to something like this (Including a number crunch like Payn also wanted to fit within the realms of bounded accuracy) but honestly, I just don't think it's worth it when 5e already exists.

It's hard to go back and grok some of the things that made 3.5 fun; That's not to say that they aren't still or couldn't be, but trying to ask myself why martials get iterative attacks at higher BABs as well as why the iteratives need to come at a penalty, or how to crunch the math on every effect that formerly gave + or -1 to something to make them useful without just giving more tiny bonuses you have to keep track of is...not daunting, but something that invokes a bit more ennui?

Thankfully players (and to a lesser extent the actual designers with the 2024 rewrite) have solved the 5-minute adventuring day issue by figuring out a good mix of encounter, rest, encounter that engages players. It's just a matter if everything else about 3.5 is worth reconciling with tweaks, and so far I've drawn a lot of blanks on what should be simple yes or no queations.

I've been thinking about hp levels lately. And played AD&D modules recently.

5E has to many HP. So does 4E. OSR arguably not enough at least if want to attract modern players.

3.0 didn't have enough. They mostly added ability scores to 2E monsters.

Kinda leaves 3.5 as best of the options.
 

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