Dude, no kidding.
You're not following me. My whole point was that because it was the "golden age" or "fad age" if you will of the game, that a split market strategy could work for TSR and still bring in cash hand over fist.
We're not in those same market conditions today. The customer demand has shifted dramatically.
Using the golden age of the red box as your business model today ignores the most obvious of problems--it's not the early 80s anymore.
Nothing at all is confusing about that. Who said I was confused? I said I strongly disagreed with the premise.
I see that 5e needs to appeal to a variety of gamers right out of the gate. If you go back to some 1980 business model in the (probably vain) hope of attracting large numbers of lapsed OSRers or something, and alienate your existing fanbase who for decades now, have expected a more robust game with more options than that, then all you've done is tick everybody off, and send people to other games, from which they may not return to look at your later supplement, even if it gives them what they wanted. You have to hook them from the very beginning, or you've lost your potential customer base right from the get-go.
I would be. Because of the business realities that this discussion seems to be ignoring. You'd think that because it only happened a little while ago, that folks would remember it better, but 4e already followed that Rolemaster model (which I already know about too--seriously; I've been around the block for quite a while as a gamer now.) Maybe your remember "Players Handbook 2" and "Players Handbook 3", etc. Maybe you also remember that by the time gnomes, for instance, were released back into the game as a playable race that the damage had already been done by having left them out? Does that ring any bells?
I think there may be some miscommunication here. I never said that they should release only the core rules on day 1. I think they should release a core rules product + one or two expansions on day 1. They could even bundle those products together in a slipcase for people who want to buy them all at once. Gnomes should be available on day 1, but I don't think they need to be in the core rulebook itself.
How about putting out 3 books on day 1:
1. Core Rulebook: (4x4 rules) + a limited number of spells, monsters, and magic items. A full game in its own right.
2. Expansion I (call it Unearthed Arcana, Expanded rules, Expert rules, Advanced rules, or something like that): more races, classes, spells, and some optional rules.
3. Monsters & Treasure - a full-size monster manual + magic items that supplements the limited number contained in the core rules.
This strategy can appeal to new gamers by offering them a small, simple, inexpensive,
complete core rulebook to start with. It also appeals to the hardcore crowd by giving them the extras they want on day 1.
The marketing strategy that worked in 1983 and that has been ignored in the 3e/4e years is that you need to provide a simple, cheap entry point to the game
that is a complete game. You need to make sure that you don't just give players 1-3 or 1-5 levels and then say, "you need to buy the full game and learn all of its advanced rules to keep playing".
TSR learned that back in 1977 when people bought Holmes Basic and then didn't want to move on to AD&D. There were a lot of customers that wanted to stay with Basic, but continue on past level 3. That's why the 1981 Expert set came about. Yes, they made a mistake by making Basic/Expert D&D and Advanced D&D separate product lines, but that's something they could easily avoid this time around. Just make the advanced rules the same product line, but a super-set of the core game.
We need a simple,
complete version of D&D that can be played all the way to high levels. We haven't had that in a long time and I think it's the biggest obstacle to getting new players. You need to be able to say, "Buy this $19.95 book and you'll have the full game.", not "Buy this $19.95 introductory set and we'll get you started on the road to the complex, full $100+ game."