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What is THE NEXT BIG THING?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3281946" data-attributes="member: 22882"><p>I'm not so sure about that. Of the local players whose gaming backgrounds I know, not one started in college. The vast majority started in high school or even earlier. One I know started later, since he was out of college when OD&D came out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Also, most thriving games don't thrive because of long-term players. For an RPG, a long-term player is likely to be 'dead weight' for the game he's playing; having bought the core book, he is unlikely to buy anything else, so he's useless to the company untill/unless it releases a new edition.</p><p></p><p>I seem to recall Ryan Dancey talking about the business model he wanted to pursue with the (bestselling RPG of all time) Pokemon Jr. game: release a series of 'tiered' games aimed at increasingly higher age groups and beginning with fairly young kids, so the peer pressure of the group would encourage kids to upgrade from one licensed game to another, using increasingly complex iterations of the same system.</p><p></p><p>The difference with that model is that a) it covers all levels of rules complexity while being roughly compatible and b) it encourages each player to buy multiple core books... but spaces it out of years and without being redundant.</p><p></p><p>Once those players hit the 'adult' rules (around late high school or college), they are essentially 'dead weight...' but by then they (or their parents) have bought 5-10 PHB-equivalents each instead of one, and new kids are coming up.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3281946, member: 22882"] I'm not so sure about that. Of the local players whose gaming backgrounds I know, not one started in college. The vast majority started in high school or even earlier. One I know started later, since he was out of college when OD&D came out. :D Also, most thriving games don't thrive because of long-term players. For an RPG, a long-term player is likely to be 'dead weight' for the game he's playing; having bought the core book, he is unlikely to buy anything else, so he's useless to the company untill/unless it releases a new edition. I seem to recall Ryan Dancey talking about the business model he wanted to pursue with the (bestselling RPG of all time) Pokemon Jr. game: release a series of 'tiered' games aimed at increasingly higher age groups and beginning with fairly young kids, so the peer pressure of the group would encourage kids to upgrade from one licensed game to another, using increasingly complex iterations of the same system. The difference with that model is that a) it covers all levels of rules complexity while being roughly compatible and b) it encourages each player to buy multiple core books... but spaces it out of years and without being redundant. Once those players hit the 'adult' rules (around late high school or college), they are essentially 'dead weight...' but by then they (or their parents) have bought 5-10 PHB-equivalents each instead of one, and new kids are coming up. [/QUOTE]
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