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<blockquote data-quote="macd21" data-source="post: 8056968" data-attributes="member: 6683793"><p>Game designers aren't just 'chucking the book into the wild.' They're setting up kickstarter campaigns, drumming up support, putting up pages with previews of upcoming books etc. They all have an 'online community.' But that's not the same thing as having a VTT community. And lacking 'geographic traction' is not really the death knell of small games. Ars Magica didn't die because there wasn't enough traction geographically. It died because most games die after a few years, because there's only so many supplements people want. After a while, you either release a new edition, or move on to something else. VTT support doesn't change that. The oWoD was one of the biggest RPG franchises, with loads of 'geographical traction,' but WW still let it die because it had been done to death. See also: every edition of DnD. For small RPGs, the problem isn't that no one is playing the game, it's that not that many people are interested in it. Adding VTT support doesn't really help with that, as it won't add that much interest. And adding VTT support won't change the fact that RPGs die, because the VTT players aren't going to be more interested in buying an endless treadmill of supplements anymore than face-to-face players are.</p><p></p><p>Sure, if you have access to professional voice actors, skilled editors etc you can set up a podcast that will boost your online community. Nothing to do with VTT. That's just more marketing. Nice if you can get it, but not every RPG company can. </p><p></p><p>We're eventually going to get to a point when we'll expect every RPG to have VTT support, and will consider it weird if it doesn't. But we're not there yet. And right now, VTT support just isn't important to the success or failure of an RPG. It just doesn't make much of a difference.</p></blockquote><p></p>
[QUOTE="macd21, post: 8056968, member: 6683793"] Game designers aren't just 'chucking the book into the wild.' They're setting up kickstarter campaigns, drumming up support, putting up pages with previews of upcoming books etc. They all have an 'online community.' But that's not the same thing as having a VTT community. And lacking 'geographic traction' is not really the death knell of small games. Ars Magica didn't die because there wasn't enough traction geographically. It died because most games die after a few years, because there's only so many supplements people want. After a while, you either release a new edition, or move on to something else. VTT support doesn't change that. The oWoD was one of the biggest RPG franchises, with loads of 'geographical traction,' but WW still let it die because it had been done to death. See also: every edition of DnD. For small RPGs, the problem isn't that no one is playing the game, it's that not that many people are interested in it. Adding VTT support doesn't really help with that, as it won't add that much interest. And adding VTT support won't change the fact that RPGs die, because the VTT players aren't going to be more interested in buying an endless treadmill of supplements anymore than face-to-face players are. Sure, if you have access to professional voice actors, skilled editors etc you can set up a podcast that will boost your online community. Nothing to do with VTT. That's just more marketing. Nice if you can get it, but not every RPG company can. We're eventually going to get to a point when we'll expect every RPG to have VTT support, and will consider it weird if it doesn't. But we're not there yet. And right now, VTT support just isn't important to the success or failure of an RPG. It just doesn't make much of a difference. [/QUOTE]
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