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So what exactly is Wizards working on?
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<blockquote data-quote="Trickster Spirit" data-source="post: 6559228" data-attributes="member: 6701829"><p>Here's what I think, and has the benefit of matching up with what Wizards is actually doing:</p><p></p><p>Having the game remain in print is first of all a signal to potential partners that this D&D thing actually does still have people out there willing to spend a lot of money on it. They can tell Universal or a video game studio or a lunch box maker that x many people bought the latest core books in 2014, and that those books were $50 a piece they can rest assured that D&D fans aren't stingy with their cash. Basically tge kind of sales figures that, if you were a lunch box maker that would have you saying, sure, send me some artwork and we'll put something together.</p><p></p><p>Beyond that, they don't actually need <em>active</em> players of 5E, just having enjoyed playing D&D sometime in the past 40 years means you're more likely than Mrs. Jones off the street to go take your friends or family to see the movie or buy D&D toys for your kids, even if you're a lapsed gamer or have since moved on to non-D&D systems.</p><p></p><p>So how to increase the number of people who play D&D today, with the understanding that they just have to enjoy the game while they play it, not necessarily convert them into a lifelong player? You wouldn't bother putting out a ton of rules content - new players won't even be familiar with the core content when they start and books and books full of options has the potential to scare them off. Remember, it doesn't matter if they leave due to lack of content down the line because even then they're asking for more D&D and so are still the target demographic for non-tabletop D&D products. Folks aren't <em>not</em> going to go see a D&D movie because they got tired of playing the core classes and joined a friend's Pathfinder campaign to play a gunslinger or summoner.</p><p></p><p>Right, so you've got a new D&D ruleset that's not too fiddly for new players (Pathfinder character creation was a <em>nightmare</em> for my group of all new players) and you've decided not to put out a whole lot of supplementary product in the first year or two that won't serve your purposes of getting new players to play D&D. So how do you round up these new players?</p><p></p><p>The Adventurer's League. Sure, it's a great way to bring together players from who want to play but don't have a home group, but it's also at the hobby stores where board gamers come in to buy Cataan and Magic players come in to play card tournaments. Have a new gamer sit down, make their character with them and have an enjoyable campaign season with them. Doesn't matter whether they graduate onto the hobby fully, as long as they leave the table with a positive impression of D&D they're in orbit of the brand and'll maybe pick up a D&D video game or buy a ticket to see the movie. Maybe they take their friends who liked the movie to the next AL campaign season, or start a group at home. When the sequel comes out, <em>those</em> friends take their friends or families to the theater with them.</p><p></p><p>The D&D team is small. They could easily be the Adventurers League team now, in terms of content they're working on. Which means if you're not interested in AP books or the AL, there could be very little coming out that you're interested in.</p></blockquote><p></p>
[QUOTE="Trickster Spirit, post: 6559228, member: 6701829"] Here's what I think, and has the benefit of matching up with what Wizards is actually doing: Having the game remain in print is first of all a signal to potential partners that this D&D thing actually does still have people out there willing to spend a lot of money on it. They can tell Universal or a video game studio or a lunch box maker that x many people bought the latest core books in 2014, and that those books were $50 a piece they can rest assured that D&D fans aren't stingy with their cash. Basically tge kind of sales figures that, if you were a lunch box maker that would have you saying, sure, send me some artwork and we'll put something together. Beyond that, they don't actually need [I]active[/I] players of 5E, just having enjoyed playing D&D sometime in the past 40 years means you're more likely than Mrs. Jones off the street to go take your friends or family to see the movie or buy D&D toys for your kids, even if you're a lapsed gamer or have since moved on to non-D&D systems. So how to increase the number of people who play D&D today, with the understanding that they just have to enjoy the game while they play it, not necessarily convert them into a lifelong player? You wouldn't bother putting out a ton of rules content - new players won't even be familiar with the core content when they start and books and books full of options has the potential to scare them off. Remember, it doesn't matter if they leave due to lack of content down the line because even then they're asking for more D&D and so are still the target demographic for non-tabletop D&D products. Folks aren't [I]not[/I] going to go see a D&D movie because they got tired of playing the core classes and joined a friend's Pathfinder campaign to play a gunslinger or summoner. Right, so you've got a new D&D ruleset that's not too fiddly for new players (Pathfinder character creation was a [I]nightmare[/I] for my group of all new players) and you've decided not to put out a whole lot of supplementary product in the first year or two that won't serve your purposes of getting new players to play D&D. So how do you round up these new players? The Adventurer's League. Sure, it's a great way to bring together players from who want to play but don't have a home group, but it's also at the hobby stores where board gamers come in to buy Cataan and Magic players come in to play card tournaments. Have a new gamer sit down, make their character with them and have an enjoyable campaign season with them. Doesn't matter whether they graduate onto the hobby fully, as long as they leave the table with a positive impression of D&D they're in orbit of the brand and'll maybe pick up a D&D video game or buy a ticket to see the movie. Maybe they take their friends who liked the movie to the next AL campaign season, or start a group at home. When the sequel comes out, [I]those[/I] friends take their friends or families to the theater with them. The D&D team is small. They could easily be the Adventurers League team now, in terms of content they're working on. Which means if you're not interested in AP books or the AL, there could be very little coming out that you're interested in. [/QUOTE]
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