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The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
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<blockquote data-quote="Tony Vargas" data-source="post: 7621051" data-attributes="member: 996"><p>Every edition that has succeeded has succeeded on that basis, 5e just more so than any other since the 80s fad, mainly thanks to timing...</p><p></p><p>...But also because it threaded the needle between enraging vocal fragments of its fan base, and being accessible to new players. 4e erred on the side of being accessible, and touched off a spontaneous grassroots movement determined to burn the line to the ground rather than see it changed so much.</p><p></p><p>The market researches didn't need a crystal ball to know that was a danger - it's a challenge for any nerdy/cult IP trying to grow - it's just getting it right is very hard. Marvel, for instance tried for decades.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7621051, member: 996"] Every edition that has succeeded has succeeded on that basis, 5e just more so than any other since the 80s fad, mainly thanks to timing... ...But also because it threaded the needle between enraging vocal fragments of its fan base, and being accessible to new players. 4e erred on the side of being accessible, and touched off a spontaneous grassroots movement determined to burn the line to the ground rather than see it changed so much. The market researches didn't need a crystal ball to know that was a danger - it's a challenge for any nerdy/cult IP trying to grow - it's just getting it right is very hard. Marvel, for instance tried for decades. [/QUOTE]
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The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
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