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re: No 4E for Necromancer Games!
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<blockquote data-quote="Voadam" data-source="post: 4408998" data-attributes="member: 2209"><p>You played a supers game, introduced people who had never played D&D to RPGs in this supers game and WotC who does not make any supers RPG stuff whatsoever did not make any money off it.</p><p></p><p>WotC does not make any money off anybody playing supers games.</p><p></p><p>If you had not played M&M which is D&D like and keeps you conversant in several D&D mechanics you could have been playing another supers RPG such as HERO, Aberrant, Heroes Unlimited, Villains and Vigilantes, etc. which is completely unrelated to D&D and you would be farther away from D&D. I don't know the market numbers but I assume you could find another supers game as easily as you found M&M. Those new players would not have learned the basic mechanics of D&D and would be less primed for taking up D&D in the future.</p><p></p><p>For this to be a money loss for WotC the situation would have to be that if there was no M&M you would have instead played a straight D&D game and the money spent on M&M been spent on WotC books. Perhaps if you were so wedded to the d20 D&D rules base that you were unwilling to play a genre WotC did not support and would default to D&D instead of finding something else to do.</p><p></p><p>Seeing as how you evidently wanted to play a supers game and not a D&D game at the time and there are plenty of nond20 Supers games with established markets I think it more likely you would have found one of those and played a nond20 game.</p><p></p><p>So WotC in evaluating the costs of allowing M&M to exist in this case would look at the possibility that you were devoted to their rule system over the genre of the game and compare that with the value of having your group know and keep current with WotC's d20 mechanics and reducing the barrier for those new players to pick up D&D in the future as they are now conversant in many of the mechanics.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4408998, member: 2209"] You played a supers game, introduced people who had never played D&D to RPGs in this supers game and WotC who does not make any supers RPG stuff whatsoever did not make any money off it. WotC does not make any money off anybody playing supers games. If you had not played M&M which is D&D like and keeps you conversant in several D&D mechanics you could have been playing another supers RPG such as HERO, Aberrant, Heroes Unlimited, Villains and Vigilantes, etc. which is completely unrelated to D&D and you would be farther away from D&D. I don't know the market numbers but I assume you could find another supers game as easily as you found M&M. Those new players would not have learned the basic mechanics of D&D and would be less primed for taking up D&D in the future. For this to be a money loss for WotC the situation would have to be that if there was no M&M you would have instead played a straight D&D game and the money spent on M&M been spent on WotC books. Perhaps if you were so wedded to the d20 D&D rules base that you were unwilling to play a genre WotC did not support and would default to D&D instead of finding something else to do. Seeing as how you evidently wanted to play a supers game and not a D&D game at the time and there are plenty of nond20 Supers games with established markets I think it more likely you would have found one of those and played a nond20 game. So WotC in evaluating the costs of allowing M&M to exist in this case would look at the possibility that you were devoted to their rule system over the genre of the game and compare that with the value of having your group know and keep current with WotC's d20 mechanics and reducing the barrier for those new players to pick up D&D in the future as they are now conversant in many of the mechanics. [/QUOTE]
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