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Sword Coast Adventurer’s Guide: The First Official D&D 5E Setting
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<blockquote data-quote="Mistwell" data-source="post: 7676839" data-attributes="member: 2525"><p>Yes, and you'd be right. The "pro-slow release" position is purely subjective opinion and not truth. It's just a preference. WOTC's interests are extending the life of the edition and increasing the amount of money they make over the life of the edition. Nobody knows if this type and pace of release schedule will help those things, or hurt them, or result in the same as prior editions. I don't think even WOTC knows. It's all an educated guess.</p><p></p><p></p><p></p><p>First, I don't think they cut the staff to bare bones. From what I can tell, they've increased the D&D staff from about 13, to about 30, in the past year. That's not bare bones. I don't know how many people WOTC had working on D&D in the first year of 3.0e, but my guess is it's roughly comparable to this. Bottom line, it's not the bare bones people keep saying (I don't think it ever was in fact, I think we just were not aware of how many people were working in that department earlier). </p><p></p><p>Second, so far they've been at about 6 major releases a year. Yes, I am saying that's a fine pace, at least from my perspective. I think it's sustainable long term, controls bloat, increases interest in each individual release far more than they would have had if they had a more rapid schedule, and overall is healthy for D&D.</p><p></p><p>As for licensing, I am not sure what you mean. If you mean this "outsourcing vs. collaboration" debate, I don't view what they've been doing as outsourcing, and I think they are MORE involved with each release so far, directly, than they were with typical 3.5e releases (which had heavy subcontractor work on them with less supervision from WOTC). But if instead you mean the video games and movies and such - yeah, that's also really healthy for the brand. It means Hasbro's expectations of revenue can be put on product lines that actually have the potential to meet and exceed those demands. The TRPG portion of the company could never meet those expectations, but a movie or video game might. And both increase wider brand recognition for the TRPG game, which is good for the game as well. Already when I go into a game store and play in an Adventurer's League game I get tons of a new generation of players interested in playing, when they've never played a TRPG before.</p><p></p><p></p><p></p><p>I do fine making my own. The game was intentionally made more flexible to accommodate this, and it works pretty well. There is also a ton of third party support out there I can turn to if I need it. There's no lack of tools available, and I never understood the need for an officialness stamp for private games. </p><p></p><p></p><p></p><p>Well that's true, we don't NEED new adventures either. I am running Savage Tide for 5e right now. But new adventures are fun too.</p><p></p><p></p><p></p><p>Cool, thanks. Same here.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7676839, member: 2525"] Yes, and you'd be right. The "pro-slow release" position is purely subjective opinion and not truth. It's just a preference. WOTC's interests are extending the life of the edition and increasing the amount of money they make over the life of the edition. Nobody knows if this type and pace of release schedule will help those things, or hurt them, or result in the same as prior editions. I don't think even WOTC knows. It's all an educated guess. First, I don't think they cut the staff to bare bones. From what I can tell, they've increased the D&D staff from about 13, to about 30, in the past year. That's not bare bones. I don't know how many people WOTC had working on D&D in the first year of 3.0e, but my guess is it's roughly comparable to this. Bottom line, it's not the bare bones people keep saying (I don't think it ever was in fact, I think we just were not aware of how many people were working in that department earlier). Second, so far they've been at about 6 major releases a year. Yes, I am saying that's a fine pace, at least from my perspective. I think it's sustainable long term, controls bloat, increases interest in each individual release far more than they would have had if they had a more rapid schedule, and overall is healthy for D&D. As for licensing, I am not sure what you mean. If you mean this "outsourcing vs. collaboration" debate, I don't view what they've been doing as outsourcing, and I think they are MORE involved with each release so far, directly, than they were with typical 3.5e releases (which had heavy subcontractor work on them with less supervision from WOTC). But if instead you mean the video games and movies and such - yeah, that's also really healthy for the brand. It means Hasbro's expectations of revenue can be put on product lines that actually have the potential to meet and exceed those demands. The TRPG portion of the company could never meet those expectations, but a movie or video game might. And both increase wider brand recognition for the TRPG game, which is good for the game as well. Already when I go into a game store and play in an Adventurer's League game I get tons of a new generation of players interested in playing, when they've never played a TRPG before. I do fine making my own. The game was intentionally made more flexible to accommodate this, and it works pretty well. There is also a ton of third party support out there I can turn to if I need it. There's no lack of tools available, and I never understood the need for an officialness stamp for private games. Well that's true, we don't NEED new adventures either. I am running Savage Tide for 5e right now. But new adventures are fun too. Cool, thanks. Same here. [/QUOTE]
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