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<blockquote data-quote="Valdur" data-source="post: 3003690" data-attributes="member: 40953"><p>D&D is currently run like a movie theatre: They make some profit on ticket sales (core rulebooks) which get you into the theatre. However, most of the profit is in the popcorn, drinks, etc. (supplements) that you buy once you're captive to the theatre (system). Even if most people don't buy the popcorn, the theatre still makes a killing because the profit margin is so high.</p><p></p><p>The core rulebooks and supplements are complentary--players can be attracted by either the core rules or the supplements. In either case there are a lot of crossover sales, so the supplements helps the core rules sell and vice versa. The core rules make money through quantity, the supplements make money through high proft margins. </p><p></p><p>This model works well for a lot of businesses. I'm not sure whether this works for RPGs or not. I see two problems: (1) the players (players & GMs) can be overwhelmed by all the optional rules. It becomes cumbersome to play and it splits the market, which is what WoTC has always tried to avoid with CS. (2) it makes players resistent to change. They invested too much time learning all the rules and spent too much $ on the current edition to be willing to change. Even if a better way of doing things has been found. </p><p></p><p>An alternative is to concentrate on core rules and update them every couple of years. Sell a limited number of high quality supplements that have lots of fluff and coolness but not a lot of crunch. These supplements could be used over multiple editions but of course would be updated with each new edition. That way customers are enticed to buy the latest but don't feel cheated or forced into upgrading. </p><p></p><p>Not sure which is better.</p><p></p><p>Re: Random minis --- Random is the way to go. As someone pointed out, it makes inventory easier and prevents people from cherry picking the ones they want. If you try and sell individual minis, you take on a lot of risk as to which ones will be popular and which ones won't. Packaging them eliminates that risk. Baseball cards were very successful with this model and tanked once they started selling specific cards. Magic is another great example of this approach being successful.</p><p></p><p>Edit: A well designed RPG is not going to have a lot of long term profit potential. Therefore, (as others have said) it's best to diversify and use your good name to get into other toys and hobbies.</p></blockquote><p></p>
[QUOTE="Valdur, post: 3003690, member: 40953"] D&D is currently run like a movie theatre: They make some profit on ticket sales (core rulebooks) which get you into the theatre. However, most of the profit is in the popcorn, drinks, etc. (supplements) that you buy once you're captive to the theatre (system). Even if most people don't buy the popcorn, the theatre still makes a killing because the profit margin is so high. The core rulebooks and supplements are complentary--players can be attracted by either the core rules or the supplements. In either case there are a lot of crossover sales, so the supplements helps the core rules sell and vice versa. The core rules make money through quantity, the supplements make money through high proft margins. This model works well for a lot of businesses. I'm not sure whether this works for RPGs or not. I see two problems: (1) the players (players & GMs) can be overwhelmed by all the optional rules. It becomes cumbersome to play and it splits the market, which is what WoTC has always tried to avoid with CS. (2) it makes players resistent to change. They invested too much time learning all the rules and spent too much $ on the current edition to be willing to change. Even if a better way of doing things has been found. An alternative is to concentrate on core rules and update them every couple of years. Sell a limited number of high quality supplements that have lots of fluff and coolness but not a lot of crunch. These supplements could be used over multiple editions but of course would be updated with each new edition. That way customers are enticed to buy the latest but don't feel cheated or forced into upgrading. Not sure which is better. Re: Random minis --- Random is the way to go. As someone pointed out, it makes inventory easier and prevents people from cherry picking the ones they want. If you try and sell individual minis, you take on a lot of risk as to which ones will be popular and which ones won't. Packaging them eliminates that risk. Baseball cards were very successful with this model and tanked once they started selling specific cards. Magic is another great example of this approach being successful. Edit: A well designed RPG is not going to have a lot of long term profit potential. Therefore, (as others have said) it's best to diversify and use your good name to get into other toys and hobbies. [/QUOTE]
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