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<blockquote data-quote="BriarMonkey" data-source="post: 5372031" data-attributes="member: 95387"><p>While I do think that electronic aids are a potential revenue stream, I don't think that they are a large one. I say that because after noting the comments about dice and character sheets, it dawned on me - as a player, I want one set of tools, but as a DM, I want a different set of tools. (And as an aside, for me personally, on neither side do I want anything that does away with my physical dice.)</p><p></p><p>Whenever we are dealing with a smaller fragmentation within a niche, the potential revenue gets even smaller. In the case of DM tools, there are a lot less DMs than players, which means smaller margins on any such tools - which may be why WoTC has had such a difficult time getting any real tools out there.</p><p></p><p>And, actually working in software development, it should be noted that platforms make a big difference as well. As has already been noted, for some a smart phone is enough, while for others, like myself, I need screen space - my netbook is my GM's Screen.</p><p></p><p>Aside from those snips, I really can't say there is a magic bullet. Any product needs to have some appeal to masses beyond their base.</p><p></p><p>Right now cooking is big. Foodies are coming out of the woodwork. But, this can be attributed to celebrity chefs, Food Network, a resurgence in understanding foods, and a host of other elements. They have all come together at a point to bring this into the mainstream. This is similar to D & D in the 80s - there was a convergence.</p><p></p><p>In today's market, so many of the kids are into video games; people have less time than ever to game (or so it seems); the economy is in the toilet; and a lot of what you or I think about our games is not in the public eye - it is niche. So that would seem to point to that if someone could figure out how to market RPGs as a cost-effective, and fun, alternative to video games, they'd most likely make a small wad of cash.</p><p></p><p>However, away from my horrid ramblings, I think part of the key lies in diversity. If you can have multiple lines that tie together (adventures, board games, books), you can generate interest. And from interest can be derived revenue. Of course, while some of this is being tried now - you must have quality to make it work.</p><p></p><p><shrug></p><p>Just my rambling shekels.</p></blockquote><p></p>
[QUOTE="BriarMonkey, post: 5372031, member: 95387"] While I do think that electronic aids are a potential revenue stream, I don't think that they are a large one. I say that because after noting the comments about dice and character sheets, it dawned on me - as a player, I want one set of tools, but as a DM, I want a different set of tools. (And as an aside, for me personally, on neither side do I want anything that does away with my physical dice.) Whenever we are dealing with a smaller fragmentation within a niche, the potential revenue gets even smaller. In the case of DM tools, there are a lot less DMs than players, which means smaller margins on any such tools - which may be why WoTC has had such a difficult time getting any real tools out there. And, actually working in software development, it should be noted that platforms make a big difference as well. As has already been noted, for some a smart phone is enough, while for others, like myself, I need screen space - my netbook is my GM's Screen. Aside from those snips, I really can't say there is a magic bullet. Any product needs to have some appeal to masses beyond their base. Right now cooking is big. Foodies are coming out of the woodwork. But, this can be attributed to celebrity chefs, Food Network, a resurgence in understanding foods, and a host of other elements. They have all come together at a point to bring this into the mainstream. This is similar to D & D in the 80s - there was a convergence. In today's market, so many of the kids are into video games; people have less time than ever to game (or so it seems); the economy is in the toilet; and a lot of what you or I think about our games is not in the public eye - it is niche. So that would seem to point to that if someone could figure out how to market RPGs as a cost-effective, and fun, alternative to video games, they'd most likely make a small wad of cash. However, away from my horrid ramblings, I think part of the key lies in diversity. If you can have multiple lines that tie together (adventures, board games, books), you can generate interest. And from interest can be derived revenue. Of course, while some of this is being tried now - you must have quality to make it work. <shrug> Just my rambling shekels. [/QUOTE]
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