Philotomy Jurament
First Post
Hey, I'm not stagnant!buzz said:...as your fanbase stagnates...
Hey, I'm not stagnant!buzz said:...as your fanbase stagnates...
buzz said:Absolutely. If your goal is to spend decades barely clinging to life as your fanbase stagnates, cleverly avoiding any opportunities for profit and relying almost entirely on reprints for revenue, then, yes, they're the company to model.
The Forge/IPR model is a far better one in this case.Raven Crowking said:What if your goal is to have creative control over your material, whether or not it means you can quit the day job?
What if your goal is to produce the best material you can, when it should be produced, whether or not it means you can quit the day job?
buzz said:The Forge/IPR model is a far better one in this case.
There's nothing about creative control and quality that dictates unprofitability. Chaosium, great guys and gals though they are, simply do not make good business decisions. I wouldn't even call what they do a "model." Their release schedule is slow simply because they don't seem to be able to muster anything more frequent.
mhacdebhandia said:They have to make money somehow, and that means supplements, accessories, or a new edition.
Pick one.
Has any company ever been successful doing this? This seems a much harder sell than supplements. You basically need to generate a new fanbase from scratch each time. And developing a new game each month has got to be a bigger investment than supporting a single one.woodelf said:So, instead of producing, say, 20 D&D supplements each year, WotC could produce 10 new one-book games each year, and then 10 supplements for whichever of those games (or previous years' games) proved the most popular.
buzz said:Has any company ever been successful doing this? This seems a much harder sell than supplements. You basically need to generate a new fanbase from scratch each time. And developing a new game each month has got to be a bigger investment than supporting a single one.
JustinA said:In many ways these "mini-games" are similar to the Adventure Paths: No company in its right mind is going to release multiple 1-20 adventure paths in a single year. You're automatically dividing your potential customer base.
buzz said:Has any company ever been successful doing this? This seems a much harder sell than supplements. You basically need to generate a new fanbase from scratch each time. And developing a new game each month has got to be a bigger investment than supporting a single one.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.