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What in the world is left to be in core?
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<blockquote data-quote="WheresMyD20" data-source="post: 5781165" data-attributes="member: 60772"><p>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.</p><p></p><p>How about putting out 3 books on day 1:</p><p></p><p>1. Core Rulebook: (4x4 rules) + a limited number of spells, monsters, and magic items. A full game in its own right.</p><p></p><p>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.</p><p></p><p>3. Monsters & Treasure - a full-size monster manual + magic items that supplements the limited number contained in the core rules.</p><p></p><p>This strategy can appeal to new gamers by offering them a small, simple, inexpensive, <strong>complete </strong>core rulebook to start with. It also appeals to the hardcore crowd by giving them the extras they want on day 1.</p><p></p><p>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 <strong>that is a complete game</strong>. 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".</p><p></p><p>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.</p><p></p><p>We need a simple, <strong>complete </strong>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."</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 5781165, member: 60772"] 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, [B]complete [/B]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 [B]that is a complete game[/B]. 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, [B]complete [/B]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." [/QUOTE]
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