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The fragmentation of the D&D community... was it inevitable?
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<blockquote data-quote="Umbran" data-source="post: 5433623" data-attributes="member: 177"><p>Depends what you want to call "the player base" and/or "satisfy"., I suppose.</p><p></p><p>But, using my own intuition on these, I'm gong to say no. It was not possible in 2007, it was not even possible back in 2000 with 3e. Asking one edition (or game) to satisfy 90% of everyone is like asking one novel to strongly appeal to 90% of all readers, or one TV show to grip 90% of all viewers. Tastes vary too much for this to happen.</p><p></p><p></p><p></p><p>I'm of the opinion that the edition treadmill is a result of the niche market - and the niche market is due to RPGs just being a thing that doesn't appeal to all that many people. If revenue is going to be large enough to keep anything but a tiny company happy, constant change is required.</p><p></p><p>The two things you can do are: </p><p></p><p>1) As a company, lower your income expectations.</p><p></p><p>2) Work to get your players to enjoy and embrace change, in general.</p><p></p><p>Unfortunately (1) is a bit of a flop as a business, and (2) is difficult, as it runs rather contrary to human nature.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5433623, member: 177"] Depends what you want to call "the player base" and/or "satisfy"., I suppose. But, using my own intuition on these, I'm gong to say no. It was not possible in 2007, it was not even possible back in 2000 with 3e. Asking one edition (or game) to satisfy 90% of everyone is like asking one novel to strongly appeal to 90% of all readers, or one TV show to grip 90% of all viewers. Tastes vary too much for this to happen. I'm of the opinion that the edition treadmill is a result of the niche market - and the niche market is due to RPGs just being a thing that doesn't appeal to all that many people. If revenue is going to be large enough to keep anything but a tiny company happy, constant change is required. The two things you can do are: 1) As a company, lower your income expectations. 2) Work to get your players to enjoy and embrace change, in general. Unfortunately (1) is a bit of a flop as a business, and (2) is difficult, as it runs rather contrary to human nature. [/QUOTE]
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