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What is good for D&D as a game vs. what is good for the company that makes it
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<blockquote data-quote="Fanaelialae" data-source="post: 5701974" data-attributes="member: 53980"><p>It's rather difficult to say whether or not what is good for the game is any good for the business.</p><p></p><p>In order to even begin to address a definitive answer of what is good for the game ("versus" the business) you need to consider all the factors. Do more people quit D&D due to system burnout or new editions (system fracturing), and how many new players does a new edition draw in? Those are, of course, only three of a myriad of factors to consider, and I doubt whether anyone other than <em>maybe</em> WotC has good data on the subject.</p><p></p><p>The main issue I object to is that "versus" (from this thread's title) implies opposition. That what is good for D&D is quite different from what is good for the business. However, it dismisses out of hand the idea that what is good for the business could also be good for the game. Your responses may be skewed as a result.</p><p></p><p>From my own experience, my group had started to burn out on 3.5 about two years before the release of 4th. We were enjoying the game less and less, and were having to house rule more and more just to obtain that level of enjoyment. (That was simply my group's experience; YMMV of course.) For us, 4th refreshed and renewed our interest in the game. Without it, I expect we would have either quit TTRPGs completely or played a system other than D&D. Is my group typical of the average D&D group? Perhaps, perhaps not.</p><p></p><p>Meaning no offense, but there's nothing to say that your ideal model of the game wouldn't be its death knell. You can't turn the clock back, what's done is done, and this isn't 1980 anymore. An edition would have to be <em>very, VERY good</em> (and by that I mean well designed as well as appealing strongly to my tastes) for me to accept only one new book of material a year. I like new books; they help to keep the game fresh and interesting. That isn't to say that I don't enjoy creating my own material, but at present it's hard to find time between work, school, and some semblance of a social life. I'm not at all confident that I would want to play D&D for the rest of my life under the paradigm you've outlined. How many others like me are there? It may also be that I am an exception and that most people would love your ideal D&D; that D&D would flourish as never before. Who can say? </p><p></p><p>In the end, I think it might be up to us to us to be what's good for D&D, and leave WotC to be a business (for better or worse). WotC can't be united in our love for a great pastime, rather than fractured across editions. They can't teach the hobby to a new generation. They design material and (more or less) that's all they do. It's my belief that the rest is up to us.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5701974, member: 53980"] It's rather difficult to say whether or not what is good for the game is any good for the business. In order to even begin to address a definitive answer of what is good for the game ("versus" the business) you need to consider all the factors. Do more people quit D&D due to system burnout or new editions (system fracturing), and how many new players does a new edition draw in? Those are, of course, only three of a myriad of factors to consider, and I doubt whether anyone other than [i]maybe[/i] WotC has good data on the subject. The main issue I object to is that "versus" (from this thread's title) implies opposition. That what is good for D&D is quite different from what is good for the business. However, it dismisses out of hand the idea that what is good for the business could also be good for the game. Your responses may be skewed as a result. From my own experience, my group had started to burn out on 3.5 about two years before the release of 4th. We were enjoying the game less and less, and were having to house rule more and more just to obtain that level of enjoyment. (That was simply my group's experience; YMMV of course.) For us, 4th refreshed and renewed our interest in the game. Without it, I expect we would have either quit TTRPGs completely or played a system other than D&D. Is my group typical of the average D&D group? Perhaps, perhaps not. Meaning no offense, but there's nothing to say that your ideal model of the game wouldn't be its death knell. You can't turn the clock back, what's done is done, and this isn't 1980 anymore. An edition would have to be [i]very, VERY good[/i] (and by that I mean well designed as well as appealing strongly to my tastes) for me to accept only one new book of material a year. I like new books; they help to keep the game fresh and interesting. That isn't to say that I don't enjoy creating my own material, but at present it's hard to find time between work, school, and some semblance of a social life. I'm not at all confident that I would want to play D&D for the rest of my life under the paradigm you've outlined. How many others like me are there? It may also be that I am an exception and that most people would love your ideal D&D; that D&D would flourish as never before. Who can say? In the end, I think it might be up to us to us to be what's good for D&D, and leave WotC to be a business (for better or worse). WotC can't be united in our love for a great pastime, rather than fractured across editions. They can't teach the hobby to a new generation. They design material and (more or less) that's all they do. It's my belief that the rest is up to us. [/QUOTE]
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