What Does a "Successful" RPG Look Like?


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Is there an opportunity for someone to purchase it and run it themselves? That's sort of why I have that qualification myself. It cant be a successful game,in my mind, if I can't buy a copy.
There are used copies floating about for about $60.

You can't get my copy! Well, not for that low.

I'll note that the RPG has notorious math and clarity issues. My house rules are essentially a major revision of the rules.
 

I saw someone use Gen Con as a data point that Avatar Legends actually is quite popular as a rpg that gets played.

There are 137 events listed under Avatar Legends.

130 of them are demos and/or sessions being sponsored directly by Magpie.
It would be interesting to consolidate the number of tables across the various cons so that it mitigates individual event effects like a sponsored organised play event.
 

I think there are three lens to look at success for a game.

  • Publisher: does this meet the success criteria of the creator or publisher. This can be profit measures or individual hobby creator measures ('someone else liked my game!')
  • Personal: can I get a copy, find other players and play the game. Is it a good game for me.
  • Community: Are other people playing the game. Is it being talked about. The community is making content.
 


Are people still talking about and visibly playing the game on various forums, social media, and at conventions substantively after its initial release and hype?

Is a community growing around the game where people are talking about house rules, tweaks, artwork, adventures?
I think this is hugely important. I would say generally speaking that FATE and Monster of the Week were both well received in the TTRPG community, at least in the other than 5e/PF communities. It seems that MotW is healthier, due to an active community playing and publishing more for it. FATE seems to be something people know and like enough, but you don't hear about it being played as often.
 

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