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<blockquote data-quote="delericho" data-source="post: 5370847" data-attributes="member: 22424"><p>For the vast majority of games/settings/adventure paths, I'm in favour of a "limited run" model - get in, publish half a dozen books to say what you want to say, and get out. Good examples of this model would be the 3.5e Eberron books or Al Qadim. By having a stated end point for the line, you hopefully avoid things getting stale, and avoid the drop in sales that inevitably comes with yet another book in an open-ended line.</p><p></p><p>However, that's obviously not a sustainable model for WotC, Paizo, or any other prospective "big guns" in the industry. For the moment, I think the best option is a subscription model, provided you can come up with enough new material month on month to keep people interested.</p><p></p><p>(Of course, a particularly evil variant of this would be to set up lots of online game management tools (a character vault, online adventure generation, campaign logging, and so on), where the generated materials remain resident on the company's servers. After a while, the volume of generated material may become such that the group finds the subscription becomes "pay to play", not merely "pay for our subscription content.")</p></blockquote><p></p>
[QUOTE="delericho, post: 5370847, member: 22424"] For the vast majority of games/settings/adventure paths, I'm in favour of a "limited run" model - get in, publish half a dozen books to say what you want to say, and get out. Good examples of this model would be the 3.5e Eberron books or Al Qadim. By having a stated end point for the line, you hopefully avoid things getting stale, and avoid the drop in sales that inevitably comes with yet another book in an open-ended line. However, that's obviously not a sustainable model for WotC, Paizo, or any other prospective "big guns" in the industry. For the moment, I think the best option is a subscription model, provided you can come up with enough new material month on month to keep people interested. (Of course, a particularly evil variant of this would be to set up lots of online game management tools (a character vault, online adventure generation, campaign logging, and so on), where the generated materials remain resident on the company's servers. After a while, the volume of generated material may become such that the group finds the subscription becomes "pay to play", not merely "pay for our subscription content.") [/QUOTE]
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