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The implications of Basic 5E: An adventure-based approach?
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<blockquote data-quote="Jan van Leyden" data-source="post: 6306692" data-attributes="member: 20307"><p>Now that the elation about this news has diminished a bit, I can't help but think about the long-term implications.</p><p></p><p>All of a sudden a type of product which had a limited appeal (DMs only) gets the spotlight. Would WotC willingly limit itself to prodcts sellable to a smaller market? Probably not. To make ends meet they would have to generate more sales, i.e. more roleplaying groups using published adventures. Disregarding old roleplayer which up to now avoided canned scenarios because of reasons of quality, they would have to spread the game to new players, who in turn use the adventures as point of entry.</p><p></p><p>This approach of cause limits what one can present in such an adventure product. Would complex things (Red Hand of Doom, Madness at Gardmore Abbey) work in this role? I doubt it. Therefore I expect these adventures to be more newby friendly, but probably less satisfying for experienced gamers.</p><p></p><p>Maybe differently labelled adventures will be published, clearly advertising whether a particular one is intended for newbies ("Play the Tyranny of Dragons Storyline!"). People making their first foray into the world of roleplaying could later on graduate to more complex stuff.</p><p></p><p>This whole line of reasoning places adventures in the context of the storyline. Perhaps one will be marketed as one of many "Tyranny of Dragons" items. The minitaure series called <em>D&D Icons of the Realms: Tyranny of Dragons</em> also goes in this direction, a focused product supporting the storyline. Add iOS/Android/Facebook games and whatever else the product managers might cook up.</p><p></p><p>A customer might be a Tyranny of Dragons customer first and foremost, enticed to buy each and everything offered under this label. It doesn't matter what he buys as long as he does buy. Making him a roleplayer isn't necessary; it suffices if he repeats the pattern for the next storyline.</p><p></p><p>Adventures run the risk of becoming ancillary products in this strategy judged by the return of investment they provide the company with. And if they don't generate sufficient numbers, it might be better to let this branch wither.</p><p></p><p>On a completeley different note, WotC isn't exactly known to stick to an announced strategy. Look at 4e. "One set of corebooks each year" didn't survive until 2010. "XYZ Power" ended with Martial Power 2, iirc. DDI Tools? Better not to talk about it. Can we really expect this strategy (adventures are all you need to buy) to survive the end of the next fiscal year? </p><p></p><p>Reading through my message it comes over as negative and gloomy, but that's what you get after a hard day of working, a very demanding roleplaying session and a scant 4 hours of sleep. Still I fail to see the new way of marketing D&D being as good and golden as it sounded yesterday.</p><p></p><p></p><p></p><p>Interesting times, indeed.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6306692, member: 20307"] Now that the elation about this news has diminished a bit, I can't help but think about the long-term implications. All of a sudden a type of product which had a limited appeal (DMs only) gets the spotlight. Would WotC willingly limit itself to prodcts sellable to a smaller market? Probably not. To make ends meet they would have to generate more sales, i.e. more roleplaying groups using published adventures. Disregarding old roleplayer which up to now avoided canned scenarios because of reasons of quality, they would have to spread the game to new players, who in turn use the adventures as point of entry. This approach of cause limits what one can present in such an adventure product. Would complex things (Red Hand of Doom, Madness at Gardmore Abbey) work in this role? I doubt it. Therefore I expect these adventures to be more newby friendly, but probably less satisfying for experienced gamers. Maybe differently labelled adventures will be published, clearly advertising whether a particular one is intended for newbies ("Play the Tyranny of Dragons Storyline!"). People making their first foray into the world of roleplaying could later on graduate to more complex stuff. This whole line of reasoning places adventures in the context of the storyline. Perhaps one will be marketed as one of many "Tyranny of Dragons" items. The minitaure series called [I]D&D Icons of the Realms: Tyranny of Dragons[/I] also goes in this direction, a focused product supporting the storyline. Add iOS/Android/Facebook games and whatever else the product managers might cook up. A customer might be a Tyranny of Dragons customer first and foremost, enticed to buy each and everything offered under this label. It doesn't matter what he buys as long as he does buy. Making him a roleplayer isn't necessary; it suffices if he repeats the pattern for the next storyline. Adventures run the risk of becoming ancillary products in this strategy judged by the return of investment they provide the company with. And if they don't generate sufficient numbers, it might be better to let this branch wither. On a completeley different note, WotC isn't exactly known to stick to an announced strategy. Look at 4e. "One set of corebooks each year" didn't survive until 2010. "XYZ Power" ended with Martial Power 2, iirc. DDI Tools? Better not to talk about it. Can we really expect this strategy (adventures are all you need to buy) to survive the end of the next fiscal year? Reading through my message it comes over as negative and gloomy, but that's what you get after a hard day of working, a very demanding roleplaying session and a scant 4 hours of sleep. Still I fail to see the new way of marketing D&D being as good and golden as it sounded yesterday. Interesting times, indeed. [/QUOTE]
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