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Pay What You Want on the DMs Guild - An Analysis and Explanation
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<blockquote data-quote="Weird Dave" data-source="post: 6833863" data-attributes="member: 6749823"><p>This is a really engaging thread, and it touches upon a lot of things I've been thinking about since I put up products on the DMsGuild. One other aspect that I've been struggling with is how to treat player-oriented content versus DM-oriented content. Would a player-oriented product (new class options, new feats, new backgrounds, things that generally appeal to a player primarily and a DM secondarily) generate more downloads and feedback as a PWYW title than a pay title? Likely the answer is yes. What about a DM-oriented product (new adventure, new organization, new terrain rules, things that generally appeal only to a DM)? I don't like the idea of putting more of a burden on the DM in terms of cost, but by creating content that really is meant to be utilized by only 1/6 of the total market (give or take), earning back some of the creator's time becomes much less certain by relying on tips (which is a good analogy for PWYW). But I guess that's the risk in creating DM-oriented content in the first place!</p></blockquote><p></p>
[QUOTE="Weird Dave, post: 6833863, member: 6749823"] This is a really engaging thread, and it touches upon a lot of things I've been thinking about since I put up products on the DMsGuild. One other aspect that I've been struggling with is how to treat player-oriented content versus DM-oriented content. Would a player-oriented product (new class options, new feats, new backgrounds, things that generally appeal to a player primarily and a DM secondarily) generate more downloads and feedback as a PWYW title than a pay title? Likely the answer is yes. What about a DM-oriented product (new adventure, new organization, new terrain rules, things that generally appeal only to a DM)? I don't like the idea of putting more of a burden on the DM in terms of cost, but by creating content that really is meant to be utilized by only 1/6 of the total market (give or take), earning back some of the creator's time becomes much less certain by relying on tips (which is a good analogy for PWYW). But I guess that's the risk in creating DM-oriented content in the first place! [/QUOTE]
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