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Roundtable Discussion: New Player Acquisition Strategy
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<blockquote data-quote="Dragon Snack" data-source="post: 3992574" data-attributes="member: 9810"><p>So many things...</p><p></p><p>The success of WoW shouldn't be a negative. Sure, it may have pulled some people away from RPGs, but I also know it has drawn people to RPGs. It's not mutually exclusive in any case.</p><p></p><p>Armed conflicts? 200,000 troops in a combat zone (not all of which are gamers) shouldn't be destroying a hobby of 5+ million people (WotC's 2000 numbers). Enough said.</p><p></p><p>Discounters? Simple economics, lower prices equals more people buying. This isn't destroying the hobby, it's probably helping it. Not so good for game stores, but there are plenty of places for people to play other than a game store (and I think their ability to draw new players in is vastly overrated).</p><p></p><p>Substantial erosion of disposable income? We are talking on average US$30 (MSRP) for a book that gives you hours of entertainment. Compare that to movies, computer games (and the system to play them), whatever. It's not that people can't afford it, it's they have other things to spend their money on (that they feel will give them a better return) - most of which is more expensive.</p><p></p><p>Failure of the market leader should be moved up in the list, if not be the number one reason. Certainly not snuck in near the end of the list...</p><p></p><p>I agree with the "new DM" idea. Lowering the cost of entry for DMs would be the best way to encourage that - but I don't see the "market leader" looking in that direction.</p><p></p><p>As for "DM training", I like the idea in theory. However, the problem lies not only in implementaion, but also in how you define "good DMing". There will always be a difference of opinion in what makes a good game, even if you ignore the rollplay vs. roleplay debate.</p></blockquote><p></p>
[QUOTE="Dragon Snack, post: 3992574, member: 9810"] So many things... The success of WoW shouldn't be a negative. Sure, it may have pulled some people away from RPGs, but I also know it has drawn people to RPGs. It's not mutually exclusive in any case. Armed conflicts? 200,000 troops in a combat zone (not all of which are gamers) shouldn't be destroying a hobby of 5+ million people (WotC's 2000 numbers). Enough said. Discounters? Simple economics, lower prices equals more people buying. This isn't destroying the hobby, it's probably helping it. Not so good for game stores, but there are plenty of places for people to play other than a game store (and I think their ability to draw new players in is vastly overrated). Substantial erosion of disposable income? We are talking on average US$30 (MSRP) for a book that gives you hours of entertainment. Compare that to movies, computer games (and the system to play them), whatever. It's not that people can't afford it, it's they have other things to spend their money on (that they feel will give them a better return) - most of which is more expensive. Failure of the market leader should be moved up in the list, if not be the number one reason. Certainly not snuck in near the end of the list... I agree with the "new DM" idea. Lowering the cost of entry for DMs would be the best way to encourage that - but I don't see the "market leader" looking in that direction. As for "DM training", I like the idea in theory. However, the problem lies not only in implementaion, but also in how you define "good DMing". There will always be a difference of opinion in what makes a good game, even if you ignore the rollplay vs. roleplay debate. [/QUOTE]
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