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<blockquote data-quote="Campbell" data-source="post: 7812363" data-attributes="member: 16586"><p>I think it was always going to be tough sell. They have made a game that is a lot of fun to play and I think once people get campaigns off the ground and word spreads there will be slow growth. Based on what I am seeing in various places online they actually have succeeded in getting a newer crowd into the game, but it remains a tough sell for Pathfinder players.</p><p></p><p>Some of it comes mostly down to lack of initial options. Many Pathfinder games are wedded to things that do not exist yet. I expect the Lost Omens stuff will help some folks jump on. However, I think there is a critical mass of Pathfinder players waiting for Advanced Player's Guide next August before they make their decisions. There are many players who just want more stuff before they are willing to dive in.</p><p></p><p>I expect to see some jumps in Core Rulebook sales in January with the Gamemastery Guide and again in August with the Advanced Player's Guide which will feature many of the ancestries and classes many fans consider central to the Pathfinder experience. The developers have said they really consider Pathfinder 2 a 4 Core Rulebook game. It would have probably been helpful if they could have released them closer together, but they wanted to do a dedicated play test for the classes coming in the Advanced Player's Guide which is going to take some time.</p><p></p><p>Still there are some cultural problems that are going to need to be overcome. Pathfinder 2 puts more power back into the hands of the GM. In several parts of the core rulebook they explicitly define things that are up to GM judgement and there is some consternation about this online and within my Pathfinder Society group. Rarity is something of a hotbed as well. GMs seem to be embracing this edition much quicker than players from what I have seen.</p><p></p><p>I think they do not really have much choice. They need to make it work. I do not think they are in a terrible place at the moment. It is a boutique game with some individual consumers that spend much more money than what a typical Dungeons and Dragons player spends. I personally will probably spend around $500 in the next year on the game. I have only ever spent $150 in 5 years of Fifth Edition.</p><p></p><p>They definitely do need to grow their customer base, but they needed to do that anyway. First Edition was hemorrhaging under the weight of Dungeons and Dragons. They need a current game that has a strong niche in order to stay relevant. I think they have it, but it's going to be a challenge to build up from the ground level and try to bring some more of their veteran players along.</p><p></p><p>I will have to track it down, but they did some independent acceptance testing with players who had never played a table top roleplaying game. They found that play group had a much easier time understanding the game and building characters then veterans did. I leave it to the reader to determine if that is a positive indicator or not.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7812363, member: 16586"] I think it was always going to be tough sell. They have made a game that is a lot of fun to play and I think once people get campaigns off the ground and word spreads there will be slow growth. Based on what I am seeing in various places online they actually have succeeded in getting a newer crowd into the game, but it remains a tough sell for Pathfinder players. Some of it comes mostly down to lack of initial options. Many Pathfinder games are wedded to things that do not exist yet. I expect the Lost Omens stuff will help some folks jump on. However, I think there is a critical mass of Pathfinder players waiting for Advanced Player's Guide next August before they make their decisions. There are many players who just want more stuff before they are willing to dive in. I expect to see some jumps in Core Rulebook sales in January with the Gamemastery Guide and again in August with the Advanced Player's Guide which will feature many of the ancestries and classes many fans consider central to the Pathfinder experience. The developers have said they really consider Pathfinder 2 a 4 Core Rulebook game. It would have probably been helpful if they could have released them closer together, but they wanted to do a dedicated play test for the classes coming in the Advanced Player's Guide which is going to take some time. Still there are some cultural problems that are going to need to be overcome. Pathfinder 2 puts more power back into the hands of the GM. In several parts of the core rulebook they explicitly define things that are up to GM judgement and there is some consternation about this online and within my Pathfinder Society group. Rarity is something of a hotbed as well. GMs seem to be embracing this edition much quicker than players from what I have seen. I think they do not really have much choice. They need to make it work. I do not think they are in a terrible place at the moment. It is a boutique game with some individual consumers that spend much more money than what a typical Dungeons and Dragons player spends. I personally will probably spend around $500 in the next year on the game. I have only ever spent $150 in 5 years of Fifth Edition. They definitely do need to grow their customer base, but they needed to do that anyway. First Edition was hemorrhaging under the weight of Dungeons and Dragons. They need a current game that has a strong niche in order to stay relevant. I think they have it, but it's going to be a challenge to build up from the ground level and try to bring some more of their veteran players along. I will have to track it down, but they did some independent acceptance testing with players who had never played a table top roleplaying game. They found that play group had a much easier time understanding the game and building characters then veterans did. I leave it to the reader to determine if that is a positive indicator or not. [/QUOTE]
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