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Roundtable Discussion: New Player Acquisition Strategy
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<blockquote data-quote="Jack7" data-source="post: 3992509" data-attributes="member: 54707"><p>The escapist elements could be downplayed, and instead the more general entertainment value emphasized, as well as making the game far more relevant to the real world and far more useful generally. (Of course I think the entire role play gaming industry could benefit a lot from the idea of increased relevance, in many areas of operation.) The more relevant a thing is to the entire world, or a more universal market share, instead of merely being relevant to a small sub-culture, or a series of segmented market niche blocks, the more popular a thing becomes overall. Because, simply stated, more people can apply a relevant product to something important in their own lives. But if a thing is only applicable and interesting to a small subculture then it is forever restricted not to population growth by conversion and import, but merely by dwindling replication and eventual rates of attrition which outrun rates of replenishment from future generations. Irrelevance on a wide scale is a sure method of dooming any movement, activity, or group.</p><p></p><p>I also agree that the idea of simply inviting new players is a good one, some kids at our church now play in our kids group because my kids and I invited them too. As is the idea a sort of training program for DMs and writers/developers of products.</p><p></p><p>I'm not sure any kind of forward training for players would work very well because part of the fun of playing to me, and to many others I have noticed, is that when you first start out you are basically ignorant of everything and part of the lure and enjoyment and excitement of play is the slow gaining of experience and skill and acumen. <strong>But then again I guess it depends very much upon how such player training were approached.</strong> Inexperience often leads to excellent gaming scenarios and very exciting situations. So any player training should not endanger those considertaions in my opinion.</p><p></p><p>With DMs or any referee or game leader you have the opposite problem. Ignorance and lack of capability leads to poor overall game construction and execution.</p><p></p><p></p><p></p><p></p><p></p><p>Yeah, it could be done in basically two different ways, though both ways could be used in conjunction. <em>Orally</em> - people could teach each other orally or over the internet, which although using writing would basically be the same thing.</p><p></p><p>The second way is to <em>write a training manual/book and/or program </em> that the DM could study at their leisure.</p><p></p><p>In either case the first thing to do will be to develop the various elements of the <em>Training Program</em>, write the outline, and sketch out the components that need to be included.</p></blockquote><p></p>
[QUOTE="Jack7, post: 3992509, member: 54707"] The escapist elements could be downplayed, and instead the more general entertainment value emphasized, as well as making the game far more relevant to the real world and far more useful generally. (Of course I think the entire role play gaming industry could benefit a lot from the idea of increased relevance, in many areas of operation.) The more relevant a thing is to the entire world, or a more universal market share, instead of merely being relevant to a small sub-culture, or a series of segmented market niche blocks, the more popular a thing becomes overall. Because, simply stated, more people can apply a relevant product to something important in their own lives. But if a thing is only applicable and interesting to a small subculture then it is forever restricted not to population growth by conversion and import, but merely by dwindling replication and eventual rates of attrition which outrun rates of replenishment from future generations. Irrelevance on a wide scale is a sure method of dooming any movement, activity, or group. I also agree that the idea of simply inviting new players is a good one, some kids at our church now play in our kids group because my kids and I invited them too. As is the idea a sort of training program for DMs and writers/developers of products. I'm not sure any kind of forward training for players would work very well because part of the fun of playing to me, and to many others I have noticed, is that when you first start out you are basically ignorant of everything and part of the lure and enjoyment and excitement of play is the slow gaining of experience and skill and acumen. [B]But then again I guess it depends very much upon how such player training were approached.[/B] Inexperience often leads to excellent gaming scenarios and very exciting situations. So any player training should not endanger those considertaions in my opinion. With DMs or any referee or game leader you have the opposite problem. Ignorance and lack of capability leads to poor overall game construction and execution. Yeah, it could be done in basically two different ways, though both ways could be used in conjunction. [I]Orally[/I] - people could teach each other orally or over the internet, which although using writing would basically be the same thing. The second way is to [I]write a training manual/book and/or program [/I] that the DM could study at their leisure. In either case the first thing to do will be to develop the various elements of the [I]Training Program[/I], write the outline, and sketch out the components that need to be included. [/QUOTE]
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