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General Tabletop Discussion
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What makes D&D feel like D&D? (conclusions and follow-up questions)
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<blockquote data-quote="JEB" data-source="post: 8224799" data-attributes="member: 10148"><p>I agree, there's definitely space for some follow-up polls like that!</p><p></p><p>I'm also considering running the original poll at rpg.net and possibly some of the D&D Reddits, both to broaden the answer base and see how the local definitions of "D&D" differ. (Other suggested sites welcome, though I reserve the right to avoid particularly unpleasant territory.)</p><p></p><p></p><p>Which is the fundamental question facing many long-running properties at this point.</p><p></p><p>Do you throw out well-established essential elements, knowing that it might alienate existing fans without doing anything to hook new ones? Knowing that you might have picked the wrong thing to toss aside?</p><p></p><p>Or do you stick to what's worked before, even when some folks are explicitly telling you they don't like those parts anymore? Even as your franchise begins to look like a relic of a bygone age?</p><p></p><p>The obvious answer for any franchise that wants to survive, of course, is somewhere in the middle. Figure out what traditional elements have the broadest appeal, and emphasize them; figure out what isn't essential, and change those elements if they get in the way.</p><p></p><p>Of course, while this answer may be obvious, it definitely isn't easy. Maybe you even learn that you can't be everything to everyone. But it's worth making the effort.</p><p></p><p>Do I think polls like this one offer the end-all, be-all answers to this question? No, but I'd like to think they help.</p></blockquote><p></p>
[QUOTE="JEB, post: 8224799, member: 10148"] I agree, there's definitely space for some follow-up polls like that! I'm also considering running the original poll at rpg.net and possibly some of the D&D Reddits, both to broaden the answer base and see how the local definitions of "D&D" differ. (Other suggested sites welcome, though I reserve the right to avoid particularly unpleasant territory.) Which is the fundamental question facing many long-running properties at this point. Do you throw out well-established essential elements, knowing that it might alienate existing fans without doing anything to hook new ones? Knowing that you might have picked the wrong thing to toss aside? Or do you stick to what's worked before, even when some folks are explicitly telling you they don't like those parts anymore? Even as your franchise begins to look like a relic of a bygone age? The obvious answer for any franchise that wants to survive, of course, is somewhere in the middle. Figure out what traditional elements have the broadest appeal, and emphasize them; figure out what isn't essential, and change those elements if they get in the way. Of course, while this answer may be obvious, it definitely isn't easy. Maybe you even learn that you can't be everything to everyone. But it's worth making the effort. Do I think polls like this one offer the end-all, be-all answers to this question? No, but I'd like to think they help. [/QUOTE]
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What makes D&D feel like D&D? (conclusions and follow-up questions)
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