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Revolutions are Always Verbose: Effecting Change in the TTRPG Industry
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8362656" data-attributes="member: 6801252"><p>I've considered that myself, we all want to see an adventurous and flush RPG market, but the reusability of RPGs is a major obstacle-- in theory, you could buy a few products and be saturated with rules for years, hell some indies have traditionally treated that as a matter of morality that they're gonna sell you one book and you'll be all set. But being paid a living wage necessitates more material being created and sold than that, and we can't handle it by increasing prices accordingly to how much playtime you can get out of one product because there's enough competing RPGs to create a race to the bottom to get a decently sized base of customers. </p><p></p><p>This is further embellished by how easy it is to write RPG material, I'm not saying the skills to do it well aren't valuable, and having an actual team def helps. But I know for a fact its accessible to a casual hobbyist, because I've been that casual hobbyist producing high quality content for free over on r/unearthedarcana. </p><p></p><p>Things get a little better the more mainstream the hobby goes because more customers means everyone's slice of the pie is a little bigger, and eventually that is translating to gains for obscure titles, but ultimately it does make the 'career RPG designer' thing hard, I don't think I would ever even try to sell RPGs without a day job for that reason. It could very easily go catastrophic.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8362656, member: 6801252"] I've considered that myself, we all want to see an adventurous and flush RPG market, but the reusability of RPGs is a major obstacle-- in theory, you could buy a few products and be saturated with rules for years, hell some indies have traditionally treated that as a matter of morality that they're gonna sell you one book and you'll be all set. But being paid a living wage necessitates more material being created and sold than that, and we can't handle it by increasing prices accordingly to how much playtime you can get out of one product because there's enough competing RPGs to create a race to the bottom to get a decently sized base of customers. This is further embellished by how easy it is to write RPG material, I'm not saying the skills to do it well aren't valuable, and having an actual team def helps. But I know for a fact its accessible to a casual hobbyist, because I've been that casual hobbyist producing high quality content for free over on r/unearthedarcana. Things get a little better the more mainstream the hobby goes because more customers means everyone's slice of the pie is a little bigger, and eventually that is translating to gains for obscure titles, but ultimately it does make the 'career RPG designer' thing hard, I don't think I would ever even try to sell RPGs without a day job for that reason. It could very easily go catastrophic. [/QUOTE]
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Revolutions are Always Verbose: Effecting Change in the TTRPG Industry
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