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What do we actually know about WotC's market research?
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<blockquote data-quote="Garnfellow" data-source="post: 3148872" data-attributes="member: 1223"><p>In some ways I think grognards are the single <em>worst</em> group to consult in doing this kind of research because, despite their vast experience, they tend to be (1) tremendous outliers and (2) extremely resistant to any kind of change.</p><p></p><p>Many of the grognards (and in the interest of full disclosure, I'm pretty dang close to one myself) have completely atypical games that are not very representative of an average D&D experience. My last campaign was in a low-magic homebrew setting with many houserules; it ran for 11+ years with a core group of 10 guys. We had a blast, and I'm very proud of our game, but I'd be the first to admit it would not be very insightful for someone looking to define a typical D&D experience.</p><p></p><p>Likewise, many grognards (certainly not all, though!) are extremely negative or resistant toward anything new or different, like the Comic Book Guy from the Simpsons. "Worst. Module. Ever." These folks might flood the internet with their strong opinions, but they don't speak for most gamers. </p><p></p><p>Finally, since many grognards tend to either be completists ("This supplement completely sucks, so I only bought 3 shrink-wrapped copies to add to my collection") or total luddites ("I haven't bought anything new from T$R since 1985, when Gygax hosed me with that munchin piece of crap, Unearthed Arcana"), their dollars are very nearly sure things -- these grognards are either going to automatically buy or not buy new materials. Since there's probably no changing their minds, why waste your marketing dollars on this group? You want to focus on trying to win over all those undecided folks in the middle, who represent potential (but not guaranteed) sales.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 3148872, member: 1223"] In some ways I think grognards are the single [i]worst[/i] group to consult in doing this kind of research because, despite their vast experience, they tend to be (1) tremendous outliers and (2) extremely resistant to any kind of change. Many of the grognards (and in the interest of full disclosure, I'm pretty dang close to one myself) have completely atypical games that are not very representative of an average D&D experience. My last campaign was in a low-magic homebrew setting with many houserules; it ran for 11+ years with a core group of 10 guys. We had a blast, and I'm very proud of our game, but I'd be the first to admit it would not be very insightful for someone looking to define a typical D&D experience. Likewise, many grognards (certainly not all, though!) are extremely negative or resistant toward anything new or different, like the Comic Book Guy from the Simpsons. "Worst. Module. Ever." These folks might flood the internet with their strong opinions, but they don't speak for most gamers. Finally, since many grognards tend to either be completists ("This supplement completely sucks, so I only bought 3 shrink-wrapped copies to add to my collection") or total luddites ("I haven't bought anything new from T$R since 1985, when Gygax hosed me with that munchin piece of crap, Unearthed Arcana"), their dollars are very nearly sure things -- these grognards are either going to automatically buy or not buy new materials. Since there's probably no changing their minds, why waste your marketing dollars on this group? You want to focus on trying to win over all those undecided folks in the middle, who represent potential (but not guaranteed) sales. [/QUOTE]
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