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*TTRPGs General
What are the major challenges facing the RPG industry in the next few years?
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<blockquote data-quote="Neonchameleon" data-source="post: 8043388" data-attributes="member: 87792"><p>To be blunt that first generation of gamers are largely irrelevant for WotC purposes and have been for a long time. WotC don't really care how many people are playing RPGs right now - they care how many people are <em>buying</em> them. Most older gamers have been settled on systems they like for a good long time and that's not a monetizable group. They may have a shelf full of books (something that's impossible with 5e) but when they have something that works for them why change? This, I think, is part of why 40% of the WotC market is under 25.</p><p></p><p></p><p></p><p>Not actually much of an issue; RPGs are <em>cheap</em>. The three core D&D books are each the cost of a AAA video game - and you don't need one per player. I've on one several occasions commented that we were all playing in the pub, all of us were eating a meal there, and the food and drink bill for each of us was more than the RPG PDFs we were using. How cheap RPGs are is a problem for the industry - but by the same token a poor economy leaving people time rich and cash poor is good for RPGs.</p><p></p><p></p><p></p><p>Virtual reality has been the Next Big Thing since the late 80s and most of the attempts have been less effective than the VirtualBoy.</p><p></p><p></p><p></p><p>I think what you meant to write is that "Gamers who got started in the 70s and 80s had a greater indoctrination in media you consume and visualise passively like the TV and cinema. Later gamers grew up with video games, the internet, and mobile and smartphones, making them stronger readers and more experienced at seeking out and engaging with things that are fun to them rather than just accepting passively what is handed to them. And they form networked communities across the world in a way that is simply inconceivable to older generations; some 70s kids may have had the same spark with lego that 00s kids do with minecraft but they were unable to form the communities of support. As such modern kids are far more empowered to come together to seek abstract fun and far more used in the average case to visualising things."</p><p></p><p>Or can we not have the generational sniping please?</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8043388, member: 87792"] To be blunt that first generation of gamers are largely irrelevant for WotC purposes and have been for a long time. WotC don't really care how many people are playing RPGs right now - they care how many people are [I]buying[/I] them. Most older gamers have been settled on systems they like for a good long time and that's not a monetizable group. They may have a shelf full of books (something that's impossible with 5e) but when they have something that works for them why change? This, I think, is part of why 40% of the WotC market is under 25. Not actually much of an issue; RPGs are [I]cheap[/I]. The three core D&D books are each the cost of a AAA video game - and you don't need one per player. I've on one several occasions commented that we were all playing in the pub, all of us were eating a meal there, and the food and drink bill for each of us was more than the RPG PDFs we were using. How cheap RPGs are is a problem for the industry - but by the same token a poor economy leaving people time rich and cash poor is good for RPGs. Virtual reality has been the Next Big Thing since the late 80s and most of the attempts have been less effective than the VirtualBoy. I think what you meant to write is that "Gamers who got started in the 70s and 80s had a greater indoctrination in media you consume and visualise passively like the TV and cinema. Later gamers grew up with video games, the internet, and mobile and smartphones, making them stronger readers and more experienced at seeking out and engaging with things that are fun to them rather than just accepting passively what is handed to them. And they form networked communities across the world in a way that is simply inconceivable to older generations; some 70s kids may have had the same spark with lego that 00s kids do with minecraft but they were unable to form the communities of support. As such modern kids are far more empowered to come together to seek abstract fun and far more used in the average case to visualising things." Or can we not have the generational sniping please? [/QUOTE]
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What are the major challenges facing the RPG industry in the next few years?
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