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<blockquote data-quote="JoeGKushner" data-source="post: 5370127" data-attributes="member: 1129"><p>Sell adventurers. No, seriously. Stop laughing. </p><p></p><p>Adventurers that are more than adventurers. Boxed sets, things with handouts, things with unique miniatures, things with limited edition bits.</p><p></p><p>Miniature of the Month Club; Subscription based model for models that you can only get by joining a club. On the bonus side, stick with it X amount of months and you get more exclusive miniatures.</p><p></p><p>Maps: Provide maps of various locals that don't necessarily have to be of a specific place but are of a whole place. This is different than their tiles, more similiar to Gale Force 9's efforts that reprint other maps.</p><p></p><p>Board Games that double as adventurers: Ravenloft is out and another one is coming down the line. They have fair price tags. What if they could serve double duty?</p><p></p><p>Game companies need to keep people playing, not fighting over crunch. People talk about Call of Cthulhu with a lot of love for the massive published scenarios and those scenarios keep coming back into print. People love Paizo for the AP.</p><p></p><p>Settings: Keep a tighter control over it than TSR did but loser than the 4e version. If novels are the bread and butter and selling better than the RPG line...</p><p></p><p>Reference Guides: Not aimed at children or collectors, but material that has no stats, great art work, campaign plots and ideas aplenty. Useful for any edition.</p><p></p><p>The problem I believe with the above ideas is that while they work for the smaller companies, WoTC has to be the end all be all and generally, that requires forcing your audience to buy everything over and over and over again. Look at the patterns between WoTC and Games Workshop. Not much difference.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 5370127, member: 1129"] Sell adventurers. No, seriously. Stop laughing. Adventurers that are more than adventurers. Boxed sets, things with handouts, things with unique miniatures, things with limited edition bits. Miniature of the Month Club; Subscription based model for models that you can only get by joining a club. On the bonus side, stick with it X amount of months and you get more exclusive miniatures. Maps: Provide maps of various locals that don't necessarily have to be of a specific place but are of a whole place. This is different than their tiles, more similiar to Gale Force 9's efforts that reprint other maps. Board Games that double as adventurers: Ravenloft is out and another one is coming down the line. They have fair price tags. What if they could serve double duty? Game companies need to keep people playing, not fighting over crunch. People talk about Call of Cthulhu with a lot of love for the massive published scenarios and those scenarios keep coming back into print. People love Paizo for the AP. Settings: Keep a tighter control over it than TSR did but loser than the 4e version. If novels are the bread and butter and selling better than the RPG line... Reference Guides: Not aimed at children or collectors, but material that has no stats, great art work, campaign plots and ideas aplenty. Useful for any edition. The problem I believe with the above ideas is that while they work for the smaller companies, WoTC has to be the end all be all and generally, that requires forcing your audience to buy everything over and over and over again. Look at the patterns between WoTC and Games Workshop. Not much difference. [/QUOTE]
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